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Bat, Giant 2014

CR 1/4 beast

Large beast, chaotic evil


Armor Class
12
Hit Points
15
Speed
10 ft., fly 60 ft.

STR14 (+2)
DEX14 (+2)
CON10 (+0)
INT2 (-4)
WIS12 (+1)
CHA6 (-2)

Saving Throws
Strength +2, Dexterity +2, Constitution +0, Intelligence -4, Wisdom +1, Charisma -2
Skills
Vulnerabilities
deafened
Resistances
blinded
Senses
passive Perception 11
Languages
-
Challenge
1/4 (50 XP) · Proficiency Bonus +2

Echolocation.

The bat can't use its keensense while deafened.

Heightened Hearing.

The bat's Perception is 16 when perceiving by hearing.

Actions

Bite.

Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6+2) piercing damage.

Bonus Actions

Dizzying Screech.

The bat releases a dizzying screech at one creature within 10 feet of it. If the target can hear the screech, it must succeed on a DC 12 CON save or be disoriented until the end of its next turn. When a disoriented creature moves, it moves in a random direction.

Source: Black Flag SRD (Kobold Press) · License: Creative Commons Attribution 4.0 details