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Greater Bat Beast

Deep in the mountains, in dark, abandoned caverns the


unluckiest explorers may encounter a Greater Bat Beast. Greater Bat Beast
These enormous creatures stand larger than horses and can Huge beast, unaligned
fly at incredible speeds. Their oversized ears are tuned to the
finest sounds and they use this heightened sense to track Armor Class 15 (natural armor)
prey and drain its blood. Their mottled grey fur allows them Hit Points 78(12d12)
to blend into the rocky ranges where they make their home Speed 20ft., fly 60ft.
and their leathery wings can carry them huge distances
through the frigid air between the mountain peaks. Though
they prefer to hunt single targets, if they are attacked, they are STR DEX CON INT WIS CHA
capable of bursting their enemies’ eardrums and sending 16 (+3) 15 (+2) 11 (+0) 2 (-4) 14 (+2) 6 (-3)
them into a dazed state. Their spiney tail then delivers a hail
of crushing blows to finish the job. Few ever encounter these Senses blindsight 60ft. (blind beyond this radius),
creatures, let alone survive an assault, but there are tales of a passive Perception 12
frenzy that these bats enter; a blood lust that allows them to Challenge 4 (1,100 XP)
ignore even the strongest attack and feed on their prey until
they are sated. Echolocation. The Greater Bat Beast can't use its
blindsight while deafened.
Keen Hearing. The Greater Bat Beast has advantage
on Wisdom (Perception) checks that rely on
hearing.
Feeding Frenzy Whenever the Greater Bat Beast hits
with its draining bite, roll a d6. On a 6, the Greater
Bat Beast goes into a feeding frenzy. On each of its
turns while in this frenzy, the Greater Bat Beast
attacks the nearest conscious creature that it can
sense. While the Greater Bat Beast is frenzying, it
gains resistance to all damage except psychic but
suffers from disadvantage on all Wisdom checks
and saving throws. The Greater Bat Beast remains in
a feeding frenzy for 1 minute or until it dies.

Actions
Multiattack. The Greater Bat Beast makes two
attacks, only one of which can be a draining bite.
Draining Bite. Melee Weapon Attack: +5 to hit,
reach 5ft., one target. hit: 10 (2d6+3) piercing
damage plus 7 (2d6) poison damage. If the target
has blood, it must succeed on a DC 15
Constitution saving throw or gain 1 level of
exhaustion.
Tail. Melee Weapon Attack +5 to hit, reach 10 ft.,
one target. Hit: 12 (2d8+3) piercing damage.
Wing Gust (Recharge 5-6). The Greater Bat Beast
beats its wings. Each creature within 10ft. of it
Image credit: Rocketpig Games must succeed on a DC 15 Strength saving throw or

take 8 (1d10+3) bludgeoning damage and be
Created by Rafe Petersen knocked prone. The Greater Bat Beast can then fly
up to half its flying speed.
Sonic Screech (Recharge 6). The Greater Bat Beast
releases a piercing screech. All creatures within 60
ft. that can hear it must succeed on a DC 15
constitution saving throw. On a failure, the creature
is deafened and stunned for 1 minute. On a
success, the creature takes 10 (3d6) force damage.
A creature deafened and stunned in this way can
repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success.
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System Reference Document 5.1
Copyright 2016, Wizards of the Coast, Inc.; Authors Mike
Mearls, Jeremy Crawford, Chris Perkins, Rodney
Thompson, Peter Lee, James Wyatt, Robert J. Schwalb,
Bruce R. Cordell, Chris Sims, and Steve Townshend,
based on original material by E. Gary Gygax and Dave
Arneson.
Greater Bat Beast copyright 2021, Rocketpig Games.;
Author Rafe Petersen

END OF LICENSE

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