Large Elemental, Chaotic Evil
Armor Class 13 (natural armor)
Hit Points 26 (5d8 + 8)
Speed 10 ft., Fly 40 ft.
STR
20 (+5)
DEX
15 (+2)
CON
12 (+1)
INT
4 (-3)
WIS
10 (+0)
CHA
3 (-4)
Damage Vulnerabilities Thunder
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Senses Blindsight, Tremorsense 60 ft., Passive Perception 10
Languages Terran
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Earth Glide. The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through.

Echolocation. The bat can't use it's blindsight while deafened

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

Limited Crystal Shards. The bat has 12 crystal shard projectiles. Used crystal shards regrow by the time the bat finishes a long rest.

Actions

Multiattack. The bat makes two attacks: one with its bite and one with claws or two crystal shards from its wings

Bite. Magical Melee weapon attack: +2 to hit reach 5ft., one target. Hit: 5 (2d4) slashing damage

Claw. Magical Melee weapon attack: +3 to hit reach 5ft., one target. Hit: 5 (2d4) piercing damage

Crystal Shards. Ranged Magical Weapon Attack: +4 to hit, range 20/80 ft., one target. Hit: 4 (1d4+2) piercing damage plus 3 (1d6) psionic damage

Crystal Beam. The bat shoots out a beam of energy in a 30-foot line that is 5ft wide. Each creature in the area must make a DC 15 Dexterity saving throw or take 9 (2d8) force damage. If the save fails by 5 or more, the creature is stunned until its next turn.

Monster Tags: Elemental

Habitat: Underdark

KaizerCon

Comments

Posts Quoted:
Reply
Clear All Quotes