Nightwing Bat (5e Creature)
Nightwing Bat
Large monstrosity, neutral evil Armor Class 15 (natural armor)
Skills Perception +6, Stealth +8, Athletics +8 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. ACTIONSMultiattack. The bat makes two attacks: one with its bite and one with its claws. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 9 (1d10 + 4) piercing damage. Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. 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 as much 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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Nightwing bats are giant bats that have grown stronger and more agile than their mundane kin. They are often in dark forests in service to vampires and other powerful undead, but some serve fiends or hags. Those who dare tread into their territories best take extreme precautions to survive. |
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