01-Rideable Creatures
Black Bat
*Huge beast, unaligned*Armor Class :: 17 (natural armor)
Hit Points :: 126 (11d12 + 55)
Speed :: 30 ft., fly 60 ft.
Saving Throws :: DEX +8, CON +5, WIS +4
Skills :: Perception +4, Stealth +8
Damage Resistances :: Bludgeoning, Piercing
Damage Immunities :: Poison
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 20 (+5) | 20 (+5) | 6 (-2) | 12 (+1) | 6 (-2) |
Condition Immunities :: Blinded
Senses :: Blindsight 60 ft. (blind beyond this radius), Darkvision 120 ft., passive Perception 14
Languages :: Understands Common but can't speak
Challenge :: 7 (2,900 XP)
*Echolocation.* The Black Bat can sense its environment within 60 feet, allowing it to detect creatures and obstacles, even if blinded.
*Agile Flyer.* The Black Bat has advantage on Dexterity saving throws and opportunity attacks against it are made with disadvantage due to its high agility.
Actions
*Multiattack.* The Black Bat makes two attacks with its Bite attack.*Bite.* Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 19 (3d8 + 6) piercing damage. The target must succeed on a DC 15 Constitution saving throw or be poisoned until the end of its next turn.
*Sonic Screech.* Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) thunder damage. If the target is a creature, it must succeed on a DC 17 Wisdom saving throw or be stunned until the end of its next turn.
*Terrifying Roar.* The Black Bat lets out a cacophony of sound that resonates around it in a 30-foot radius. Each creature of the Bat's choice within range must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Pipistrello, Nightwing Bestia grande, non allineata Classe armatura 13 Punti ferita 22 (4d10) Velocità 10 piedi, volare 60 piedi FOR DES COS INT SAG CAR 15 (+2) 16 (+3) 11 (+0) 2 (-4) 12 (+1) 6 (-2) Sensi vista cieca 60 piedi, Percezione passiva 11 Linguaggi — Sfida 1/4 (50 PE) Ecolocalizzazione. Il pipistrello non può usare la sua vista cieca mentre è assordato. Udito acuto. Il pipistrello ha vantaggio alle prove di Saggezza (Percezione) che si basano sull'udito. Azioni Morso. Attacco con arma da mischia: +4 per colpire, portata 5 piedi, una creatura. Colpito: 5 (1d6 + 2) danni perforanti.
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