Bat

Tiny animal
Challenge

STR
−4
DEX
2
CON
−1
INT
−4
WIS
1
CHA
−3

1
1d4−1
14
Fort
−1
Ref
+0
Will
+0

Speed 1 m., fly 5 m.
Skills
Senses blindsight 10 m.

Echolocation. The bat can’t use its blindsight while deafened.

Keen Hearing. The bat has advantage on Perception checks that rely on hearing.

Maneuvers. The bat uses maneuvers (maneuver save Difficulty 11). It has 1 stamina die which is a d8 and regains its stamina die when it finishes a short or long rest. It knows the following maneuvers:

1 stamina die: ambush, dive attack, spring attack

Actions (1)

Bite. Melee Weapon Attack: −4 to hit. Hit: 1 piercing damage.

Hill, Mountain, Underdark, Urbansrd

Maneuvers

As an action, you can use Stealth without using an action. Additionally, before the end of your next turn, you can add the stamina die to an attack’s damage (add half on a miss by 4 or less) if you have advantage on the attack, or if the creature is within 1 meter of an enemy of the creature that isn’t incapacitated and you don’t have disadvantage on the attack.

Enhance

You can increase the damage for each additional stamina die expended.

As an action while flying, you can use the Dash action. If you move at least 3 meters in a straight line angled downwards toward a creature, you can make an Attack action with a melee weapon attack against it.

On a hit, add the stamina die to the attack’s damage and you don’t provoke opportunity attacks when you fly out of the creature’s reach.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can use the Dash action. If you move at least 3 meters straight toward a creature, you can make a melee weapon attack against it.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.