Aberrant Regeneration. The vampiric mindflayer bat regains 10 hit points at the start of its turn if it has at least 1 hit point and isn’t in sunlight or running water. If it takes radiant damage, this trait doesn’t function until the start of its next turn.
Echolocation Horror. The bat can’t be blinded while it can hear. Silence suppresses its blindsight.
Piranha Maw. When the bat hits a creature with a Bite attack, the target takes an extra 10 (3d6) piercing damage if it is grappled, restrained, stunned, or incapacitated.
Magic Resistance. The bat has advantage on saving throws against spells and other magical effects.
Spellcasting. The [monster name] is a #-level spellcaster. Its spellcasting ability is [ability score] (spell save DC #, +# to hit with spell attacks). The [monster name] has following [class name] spells prepared:
Cantrips (at will): [spell name], [spell name]
1st level (# slots): [spell name], [spell name]
Actions
Multiattack. The bat makes two attacks: one with its Tentacles and one with its Bite, or it uses Mind Blast if available.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 13 (2d8 + 4) piercing damage plus 7 (2d4 + 2) necrotic damage. The bat regains hit points equal to the necrotic damage dealt.
Tentacles. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature.
Hit: 10 (2d6 + 3) psychic damage, and the target is grappled (escape DC 15). Until the grapple ends, the target is restrained and takes 7 (2d6) psychic damage at the start of each of its turns.
Mind Blast (Recharge 5–6).
The bat emits a horrifying psychic shriek in a 30-foot cone. Each creature in that area must succeed on a DC 16 Intelligence saving throw or take 27 (6d8) psychic damage and be stunned until the end of its next turn.
A creature that fails the save by 5 or more is stunned for 1 minute instead (repeat the save at the end of each of its turns).
Winged Skirmish. The bat moves up to half its flying speed without provoking opportunity attacks.
Reaction Name. Enter the description for your action.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Mythic Action Name. Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Vampiric Mindflayer Bat
At a distance it resembles an oversized cave bat, but that illusion collapses the moment it draws near. The vampiric mindflayer bat has a bloated, corpse-pale body suspended between leathery wings and the veined exposed muscle of its strong arms. Rubbery illithid tentacles writhe and flex from around its mouth, parting to reveal a circular maw packed with dozens of jagged, piranha-like teeth that constantly click and chatter, even when the creature is at rest. Its eyes are large, lidless, and glassy with green irradescence. When it hunts, those eyes glow softly as psychic energy ripples through the folds of its skull. A low, almost inaudible chitter accompanies it in flight, a sound that crawls directly into the mind rather than the ears, often causing headaches or nosebleeds moments before the creature strikes.
When feeding, the bat latches on with terrifying precision. Its tentacles coil around a victim’s head and shoulders, pinning them in place while the piranha maw tears flesh in rapid, sawing bites. Blood is siphoned away even as psychic energy is drained, leaving corpses that appear partially drained and disturbingly vacant, as if something essential has been scooped out from behind the eyes.
Vampiric mindflayer bats dwell in lightless, vertical spaces where flight grants total control:
- collapsed Underdark caverns
- abandoned wizard towers and bell spires
- cathedral ruins, inverted ziggurats, and ancient viaducts
- deep sinkholes and volcanic tubes
They favor places where sound carries strangely—echoing halls, ribbed stone chambers, or fungal forests—allowing their echolocation to map prey long before contact. Colonies are rare; most individuals hunt alone or in bonded pairs, though some serve as guardians or hunters for illithid enclaves, vampire lords, or elder brains. The presence of just one subtly warps its surroundings. Small animals vanish, corpses show signs of blood loss with gaping wounds, and intelligent creatures report vivid nightmares of falling, suffocating darkness, and whispering voices urging them to “let go.” In long-occupied lairs, walls may be stained with thin, rust-colored streaks where the creature hangs upside down to feed or rest.
Though undead, the bat is not mindless. It stalks patiently, testing prey with brief psychic shrieks before committing. If threatened by radiant light or running water, it retreats to cracks, chimneys, or high vaults where it can cling unseen and regenerate.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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