Swarm of Bats

Swarm of Bats

Medium swarm of tiny animals
Challenge

STR
−3
DEX
2
CON
0
INT
−4
WIS
1
CHA
−3

22
5d8
14
Fort
+0
Ref
+0
Will
+0
Damage resistances bludgeoning, piercing, slashing
Condition immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned

Speed 0 m., fly 5 m.
Skills
Senses blindsight 10 m.

Echolocation. The swarm of bats can’t use its blindsight while deafened.

Keen Hearing. The swarm of bats has advantage on Perception checks that rely on hearing.

Maneuvers. The swarm of bats uses maneuvers (maneuver save Difficulty 12). 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

Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny creature. The swarm can’t regain health or gain temporary health.

Actions (1)

Bites. Melee Weapon Attack: +3 to hit. Hit: 7 (2d4 + 2) piercing damage, or 2 (0d4 + 2) piercing damage if the swarm has half of its health or less.

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.