Echolocation. The bat can't use its blindsight while deafened.
Flyby. The bat doesn't provoke an opportunity attack when it flies out of an enemy's reach.
Keen Hearing. The bat has advantage on Wisdom (Perception) checks that rely on hearing.
Shadow Camouflage. The bat has advantage on Dexterity (Stealth) checks made to hide in dim light or darkness. While in dim light or darkness the bat can hide as a bonus action.
Multiattack. The bat makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 willing creature, or a creature that is grappled by the bat, incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing damage plus 10 (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire's control.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 8 (1d8 + 4) slashing damage.
Scream Burst (Recharge 5-6). The bat exhales a screeching cry in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 10 (3d6) thunder damage and pushed 10 feet away from the bat on a failed save. On a successful save, a creature takes half damage and isn't pushed.
Stunning Screech (1/Day). The bat emits a horrific screech. Each creature within 20 feet of it that can hear it and that isn't a bat must succeed on a DC 15 Constitution saving throw or be stunned until the end of the bat's next turn.
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