Large Aberration, Neutral
Armor Class 15 Natural Armor
Hit Points 92 (15d12 + 2)
Speed 10 ft., Fly 60 ft.
STR
15 (+2)
DEX
16 (+3)
CON
13 (+1)
INT
10 (+0)
WIS
12 (+1)
CHA
10 (+0)
Damage Vulnerabilities Radiant
Damage Immunities Acid, Necrotic, Poison
Senses Blindsight 60 ft., Truesight 120ft, Passive Perception 14
Languages Abyssal --
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Echolocation. The bat can't use its blindsight while deafened.

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

Actions

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.   

Legendary Actions

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

Name Date Modified Views Adds Version Actions
3/5/2020 9:52:06 AM
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0
1
Coming Soon
3/5/2020 11:42:09 PM
2
0
1.5
Coming Soon

Monster Tags: Misc Creature

Habitat: CoastalHillMountainUnderdark

Grimmhold

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