Medium or Small Aberration, Chaotic Evil
AC 13 Unnatural Armor    Initiative +3 (13)
HP 27 (6d6 + 6)
Speed 35 ft., Nimble Fliers, generally flying in packs of 2-5
Mod Save
STR 6 −2 −2
DEX 16 +3 +3
CON 12 +1 +1
Mod Save
INT 10 +0 +0
WIS 14 +2 +4
CHA 11 +0 +0
Senses Blindsight 60 ft.; Passive Perception 14
Languages Deep Speech Can understand Deep Speech, but cant speak Deep Speech
CR 1 (XP 200; PB +2)
Traits

TRAITS

Aberrant Mind.
The Arthim Bat’s thoughts are a static hum that scrape against nearby minds. Any creature that starts its turn within 10 ft. of the bat must succeed on a DC 12 Wisdom saving throw or take 3 (1d6) psychic damage and have disadvantage on its next attack roll.

Echolocation Disrupted.
The bat’s sonar manifests as visible ripples in the air. Creatures that can see invisibility or detect magic perceive these as shifting runes of alien design.

Telepathic Screech (Recharge 5–6).
As a bonus action, the bat releases a psychic scream audible only in the mind. Each creature of its choice within 20 ft. must make a DC 12 Wisdom saving throw or take 7 (2d6) psychic damage and be frightened until the end of its next turn.

SPELLCASTING

The Arthim Bat is a 3rd-level innate spellcaster.
Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks).
It draws on instinctive psionics rather than learned magic.

At will (Cantrips): minor illusion, vicious mockery
1st level (3 slots): dissonant whispers, shield
2nd level (2 slots): mind spike

Actions

ACTIONS

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 6 (1d8 + 2) piercing damage plus 3 (1d6) psychic damage.

ScreechRanged Attack: +3 to hit, reach 15 ft. cone.
Hit: 4 (1d6+2) sonic damage plus 2 (1d4) psychic damage.

Description

DESCRIPTION

These warped descendants of cave bats drift between the Material Plane and places best left unnamed. Their wings shimmer with oily colors, and their eyes are lidless pearls that reflect thoughts instead of light.
In swarms they fill caverns with a faint psionic hum that drives mortals to whisper in unison. The folk of Whisperdeep call them “thought-leeches.” or "The Bats..."

 

Tactics

  • Flutters just outside torchlight, using minor illusion to mimic voices or shapes in the dark.

  • Opens combat with Telepathic Screech, then uses dissonant whispers to scatter foes before swooping in for bite attacks.

  • Retreats to the ceiling when bloodied, using mind spike to harass pursuers.

Saving Throws Wis +4
Skills Perception +4, Stealth +5
Senses Blindsight 60 ft., Passive Perception 14
Languages understands Deep Speech but can’t speak
Challenge 1 (200 XP)
Proficiency Bonus +2

Monster Tags: abberationmonstrosity

Habitat: Grassland

Knight_Thanos

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