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.
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.
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