AC 14 Natural Armor, Crystal Growths    Initiative +3 (13)
HP 52 (8d10 + 8)
Speed 10 ft., Fly 60 ft.
Mod Save
STR 15 +2 +2
DEX 16 +3 +5
CON 13 +1 +1
Mod Save
INT 2 −4 −4
WIS 12 +1 +3
CHA 6 −2 −2
Resistances Radiant
Senses Blindsight 120 ft.; Passive Perception 11
Languages None
CR 4 (XP 1,100; PB +2)
Traits

Echolocation. The bat can't use its blindsight while deafened.

Crystal Growths. The bat's wings and body are encrusted with crystalline formations that grant +1 AC (included above) and resistance to radiant damage. When the bat takes slashing damage, the crystals shatter — each creature within 5 feet must make a DC 13 Dexterity saving throw or take 3 (1d6) piercing damage.

Echolocation Waves. When the bat moves at least 20 feet in a straight line, it emits a disorienting pulse of amplified sonar. Each creature in a 10-foot-wide line along its flight path must make a DC 14 Wisdom saving throw or be disoriented until the end of its next turn. A disoriented creature has disadvantage on attack rolls and cannot take reactions. Creatures that are deafened automatically succeed on this saving throw.

Keen Hearing. The bat has advantage on Wisdom (Perception) checks that rely on hearing.

Flyby. The bat doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Actions

Multiattack. The bat makes two attacks: one with its bite and one with its crystal wing.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage.

Crystal Wing. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (2d4 + 3) slashing damage plus 3 (1d6) piercing damage from crystal edges. The target must succeed on a DC 13 Constitution saving throw or bleed for 3 (1d6) piercing damage at the start of its next turn as crystal fragments lodge in the wound.

Sonar Shriek (Recharge 5–6). The bat emits a concentrated burst of crystal-amplified sound in a 30-foot cone. Each creature in the area must make a DC 14 Constitution saving throw. On a failed save the creature takes 18 (4d8) thunder damage and is stunned until the end of its next turn as the resonance overwhelms its senses. On a successful save the creature takes half damage and is not stunned. Creatures that are deafened have advantage on this saving throw.

Bonus Actions

Swoop. The bat dives toward a prone or disoriented creature within 30 feet, moving up to half its fly speed in a straight line toward that creature. If it ends within 5 feet it can make one bite attack as part of this bonus action.

Reactions

Crystal Scatter. When the bat is hit by a melee attack, it can use its reaction to beat its wings violently, scattering crystal shards. The attacker must make a DC 13 Dexterity saving throw or take 5 (2d4) piercing damage and have disadvantage on its next attack roll as shards pepper its face and hands.

Description

"The air sings. Each wingbeat paints a silver arc that lingers like a ghost."

The Crystal Mutated Giant Bat is what happens when the deep earth's mineral saturation meets a creature that lives entirely through sound. Over generations, bats roosting in crystal-heavy caverns have absorbed mineral deposits through their wing membranes, growing faceted growths that have fused with their echolocation biology in an unexpected way — the crystals amplify and refract their sonar pulses into something visible, a shimmering silver wave that hangs in the air for a moment after each wingbeat. They are not more intelligent for this mutation, nor more aggressive. They are simply more dangerous, and considerably more beautiful, and completely unaware of either fact.


HARVESTING After the bat is killed a creature can attempt to harvest intact crystal growths with a DC 16 Wisdom (Survival) check during a short rest. On a success the creature recovers 1d2 small resonance crystals (uncommon crafting material, usable as a component for thunder or sonic spells, or as a spell focus). On a failure the remaining crystals crumble to dust. Only one harvesting attempt can be made per bat.


TACTICS The bat opens from the ceiling, using its Flyby trait to make a pass through the party and trigger Echolocation Waves against as many creatures as possible before banking for a second approach. It prioritizes disoriented targets on follow-up passes, using Swoop as a bonus action to capitalize on disadvantaged defenders. Sonar Shriek is saved for moments when two or more creatures are clustered in a corridor where the cone can hit multiple targets. It never lands willingly — the moment it is forced to the ground it loses its primary tactical advantage and will spend every action trying to get airborne again. Groups of these bats are significantly more dangerous than solo encounters, as overlapping Echolocation Waves can lock down an entire party's attack economy in a single round.

 

Habitat: Underdark

DapperDodger

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