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Swarm of Corrupted Bats

Swarm of Corrupted Bats

Medium Swarm of Tiny Beasts, unaligned

Swarm of Corrupted Bats: Twisted by unnatural forces, these once-natural creatures now bear the marks of ruin. Their fur is matted with black ichor, their eyes glow with a sickly green or pale violet, and bones pierce through flesh in unnatural angles. Some have fungal growths, others show signs of necrotic decay: open wounds that never bleed, yet never heal. Their movements are jerky, as if puppeted by something beneath the skin.

Armor Class 14 (Natural Armor)
Hit Points 22 (5d8)
Speed 0 ft., fly 30 ft.
STR
5
(-3)
DEX
15
(+2)
CON
12
(+1)
INT
2
(-4)
WIS
12
(+1)
CHA
4
(-3)
Saving Throws Con +3
Damage Resistances Bludgeoning, Piercing, Slashing
Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
Senses Blindsight 60 ft., Passive Perception 11
Challenge 1 (200 XP)

Nectrotic Absorption. Whenever the Swarm of Corrupted Bats is subjected to Necrotic damage, it takes no damage and instead regains a number of Hit Points equal to the Necrotic damage dealt.

Corrupted Hide. The skin and fur is leathery, bristling with spikes or dripping with slippery ichor. The Swarm of Corrupted Bats’ Armor Class has increased by 2.

Not in the Herd. The Swarm of Corrupted Bats automatically becomes hostile toward any creature except for the Beastmaster or other Corrupted Beasts.

Echolocation. The swarm can't use its blindsight while deafened.

Keen Hearing. The swarm has advantage on Wisdom (Perception) checks that rely on hearing.

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 bat. The swarm can't regain hit points or gain temporary hit points.

Actions

Bites. Melee Weapon Attack: +4, reach 0 ft., one creature in the swarm's space. Hit: 2d6 piercing damage, or 1d6 piercing damage if the swarm has half of its hit points or fewer.