Tiny beast (ozbeast), neutral

Armor Class 10
Hit Points 13 (3d6 + 3)
Speed 5 ft., climb 5 ft., fly 30 ft.

7 (-2) 11 (+0) 13 (+1) 14 (+2) 11 (+0) 12 (+1)

Skills Arcana +4, Perception +2
Senses blindsight 60 ft., passive Perception 12
Languages Common
Challenge 1/2 (100 XP)


  • Echolocation. The bat-witch has blindsight out to a range of 60 feet as long as it’s not deafened.
  • Keen Hearing. The bat-witch has advantage on Wisdom (Perception) checks that rely on hearing.
  • Spellcasting. The bat-witch is a 3rd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). The bat0witch has the following sorcerer spells prepared:


  • Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.


This large vampire bat has a nasty glare in its eyes. Bat-witches are large bats that have learned vile sorcery.

They tempt noble beasts to ill, looking to ensnare them in moral traps that causes their downfall. Bat-witches will happily stalk their prey invisibly, hiding above their target and whispering wicked thoughts of cowardice, hatred, and rage.

Seduced by Darkness. It is perhaps not surprising that communities of beasts have their own bad apples. Bats are particularly susceptible to this corruption and more than a few have been seduced by darkness in exchange for magical powers. They reserve their worst curses for the supposedly noble beasts like lions, tigers, and bears, whom they hold in disdain, jealous of their power.

Thorn in the Paw. Bat-witches are a particular scourge of Gugu’s Forest, where they tempt tigers to ill will. They arise whenever animals gather in large groups, and he dark forces that bat-witches swear allegiance to encourage them to sow distrust in the beast communities.

Section 15: Copyright Notice

5E RPG: Oz Adventures. Copyright 2021, Mal and Tal, LLC; Author Michael Tresca.

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