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Corrupted Giant Bat

Corrupted Giant Bat

Large beast, unaligned

Corrupted Giant Bat: 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 15 (Natural Armor)
Hit Points 25 (4d10)
Speed 10 ft., fly 60 ft.
STR
15
(+2)
DEX
16
(+3)
CON
11
(+0)
INT
2
(-4)
WIS
12
(+1)
CHA
6
(-2)
Saving Throws Con +2
Damage Resistances Vulnerable to Psychic damage.
Senses Blindsight 60 ft., Passive Perception 11
Challenge 1 (200 XP)

Nectrotic Absorption. Whenever the Corrupted Giant Bat 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 Corrupted Giant Bat’s Armor Class had increased by 2.

Not in the Herd. The Corrupted Giant Bat automatically becomes hostile toward any creature except for the Beastmaster or other Corrupted Beasts.

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

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

Actions

Bite. Melee Weapon Attack: +4, reach 5 ft. Hit: 1d6 + 2 piercing damage.

Claw Multiattack. 2 Melee Weapon Attacks: +4, reach 5 ft. Hit: 1d6 piercing damage.