You summon a swarm of Bats at a location of your choice within 60 feet of you. The Bats stay for 4 rounds and can do multiple things for you.
If summoned in a space that is occupied by a creature the Bats will attack the creature dealing 10d4 slashing damage to the creature unless the creature passes a Dexterity Saving Throw DC16 to move 5 feet away from the occupied space. The creature automatically fails the saving throw is it has no movement speed left this turn.
The Bats have a movement speed of 60ft and they can use this movement speed to transport a single medium or smaller creature 30 feet in any direction without using the transported creature's movement speed.
The Bats have the following actions:
Swarm: melee natural attack range 15 feet, single target, 1d20+10 to hit, on hit deals 10d4 Slashing damage.
Overwhelm: the Bats overwhelm the target of your choice within 60 feet of the Bats, pushing them to the ground for 2 rounds, unless a Constitution Saving Throw DC16 is passed to reduce it to one round. Targets that cannot be prone become incapacitated instead.
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