| Mod | Save | ||
|---|---|---|---|
| STR | 8 | −1 | −1 |
| DEX | 18 | +4 | +6 |
| CON | 15 | +2 | +2 |
| Mod | Save | ||
|---|---|---|---|
| INT | 7 | −2 | −2 |
| WIS | 12 | +1 | +3 |
| CHA | 8 | −1 | −1 |
Evasion. If the Blink Bat is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds, and only half damage if it fails.
Magic Resistance. The Blink Bat has advantage on saving throws against spells and other magical effects.
Shadow Blend. While in dim light or darkness, the Blink Bat has advantage on Dexterity (Stealth) checks and can attempt to Hide as a bonus action.
Sunlight Sensitivity. While in sunlight, the Blink Bat has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Multiattack. The Blink Bat makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) piercing damage plus 4 (1d8) necrotic damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 4) slashing damage.
Echoing Screech (Recharge 5–6). The Blink Bat emits a shriek; all creatures within 20 feet must succeed on a DC 13 Wisdom saving throw or be frightened until the end of the Blink Bat’s next turn.
Shadow Blend. The Blink Bat attempts to Hide in dim light or darkness.
Teleport. As a bonus action, the Blink Bat can magically teleport up to 30 feet to an unoccupied space it can see.
Flicker Away. When a creature the Blink Bat can see targets it with an attack, the Blink Bat can teleport up to 10 feet to an unoccupied space it can see, potentially causing the attack to miss.
Description
Lair and Lair Actions
Lair Actions (Initiative count 20, losing ties)
- Shadow Surge. The lair fills with swirling shadows; until initiative count 20 on the next round, all creatures except fiends have disadvantage on Wisdom (Perception) checks.
- Blinking Shadows. The lair causes reality to flicker; up to two creatures of the DM’s choice must succeed on a DC 13 Dexterity saving throw or be teleported up to 10 feet to a random unoccupied space the lair can see.
- Haunting Echoes. The lair emits a discordant screech; all non-fiends in the lair must succeed on a DC 12 Wisdom saving throw or be frightened until the end of their next turn.
Regional Effects
- Echoes of the Void: Within 1 mile of the lair, faint bat-like screeches reverberate at night, and shadows seem to move on their own.
- Twisted Shadows: Shadows in the region are unnaturally dark and seem to move independently of their source.
- Sulfurous Air: The air is tinged with the faint smell of sulfur and ammonia, and small animals avoid the area.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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4/27/2026 5:24:33 PM
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4
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0
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1
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Coming Soon
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