Echolocation. The bat can't use its blindsight while deafened.
Keen Hearing. The bat has advantage on Wisdom (Perception) checks that rely on hearing.
Multi attack. three attacks per action, bite or claw combo
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage.
Claw. Melee Weapon Attack: +4 to hit, reach 10 ft., one creature. Hit: 5 (1d6 + 2) slashing damage.
Hideous Screech Ranged Attack: +6 to hit , reach 50ft anyone in range. DC 15 con save or become incapacitated frightened for 1 round.
3 legendary actions points
Roving Screech(two points): DC 17 roll 1d4 1:1d6 acid damage on a failed con save 2:1d6 force on a failed dex save 3:1d6 poison damage on a con 4: 1d6 bludgeoning damage on a failed dex save
Ledgendary resistance: 3/day if the bat fails the save it can use 1 action to succeed instead.
Lair and Lair Actions
the bat hangs upside down from the mossy stone in the dark dank cave that has little light and a smell of mould and general rot.
Lair actions: call to 2d4 swarm of bats, or with a heavy drag of wings shaking the cavern each player on the ground must succeed on a DC19 dex save or be knocked prone
Previous Versions
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3/5/2020 9:52:06 AM
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1
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1
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Coming Soon
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3/5/2020 11:42:09 PM
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2
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0
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1.5
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Coming Soon
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