A great bat the size of a horse with black and brown fur. As it shrieks, its blood-caked muzzle reveals long, yellowed fangs.
Large beast, unaligned
Armor Class 13
Hit Points 60 (8d10 + 16)
Speed 10 ft., fly 60 ft.
|16 (+3)||16 (+3)||14 (+2)||2 (-2)||12 (+1)||6 (-2)|
Senses blindsight 60 ft., passive Perception 11
Challenge 2 (450 XP)
- Echolocation. The bat can’t use its blindsight while deafened.
- Keen Hearing. The bat has advantage on Wisdom (Perception) checks that rely on hearing.
- Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic damage and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the bat can’t bite another target. The bat regains hp equal to the necrotic damage dealt.
Some bats subsist on a diet of fresh blood. Unlike their smaller relatives, giant vampire bats are blessed by the demon lord of bats and have no need to stalk sleeping prey. They are large enough to seize the blood they crave.
Creature Codex. © 2018 Open Design LLC; Authors Wolfgang Baur, Dan Dillon, Richard Green, James Haeck, Chris Harris, Jeremy Hochhalter, James Introcaso, Chris Lockey, Shawn Merwin, and Jon Sawatsky.