Echolocation. The blackwing can't use its blindsight while deafened.
False Appearance. While the blackwing remains motionless, it is indistinguishable from a cave formation such as a stalactite.
Keen Hearing. The blackwing has advantage on Wisdom (Perception) checks that rely on hearing.
Light Sensitivity. While in bright light, the blackwing has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Action Name. Enter the description for your action.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: 4 (1d6 + 1) piercing damage.
Spit. Ranged Weapon Attack: +1 to hit, range 10/30 ft., one target. Hit: 2 (1d4) poison damage, and the target must succeed on a DC 8 Constitution saving throw against being magically petrified. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified for 1d4 hours. If the saving throw fails by 5 or more, the target is instead petrified for 2d4 hours.
Monstrous Endurance (Recharges after a Long Rest). If the blackwing takes 5 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead, and gains disadvantage on its next attack roll or saving throw.
Description
The Blackwing looks like a horrific combination of a Skeletal Bat, Vulture and lizard.
It is often found hanging upside-down in damp caves, lounging in shallow stagnant waters, or feasting on rotten flesh.
(All art designed and exclusively owned by izzymedrano)
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