You transform into a bat. Your game statistics are replaced by the statistics of a bat, except you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. When you transform, two illusory bats appear alongside you. On your turn, you can move each illusory bat up to the bat’s movement speed, and they can take the Dash action. The illusory bats cannot take any other actions.
A creature can use its action to examine the bats. With a successful Intelligence (Investigation) check against your spell save DC + the number of illusory bats, it determines which bat is real. Physical interaction with an illusory bat reveals it to be an illusion, since objects pass through it.
If you are within melee range of a hostile creature when you cast this spell, you must move before moving any illusory bats. If your movement provokes an opportunity attack, roll a d6 for each illusory bat. If any die shows 3 or higher, the attack instead targets one of the illusory bats.
The spell ends if the bat form drops to 0 hit points. When the spell ends, you reappear in a cloud of black smoke and the illusory bats vanish in similar clouds.
When you revert to your normal form, you return to the number of hit points you had before transforming. If you revert because the bat form drops to 0 hit points, any excess damage carries over to your normal form. If you are airborne when this happens and have no means of staying aloft, you begin falling.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you summon one additional illusory bat for each slot level above 3rd.
* - (a bat's wing)
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