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Noctis Dire Bat Rider
Elite aerial scouts and skirmishers of the Noctis Dominion, these drow warriors ride enormous, blind cave bats adapted to the dark caverns of the World Spine. Clad in blackened armor and violet-black cloaks fastened with distinctive Veyr clasps, they exploit vertical terrain to scout enemy positions, harass archers and siege crews, and launch devastating diving attacks against exposed officers and flanks. Coordinating with Kenku Scouts and the Noctis legions, they strike from above before vanishing into the cavern darkness. They are not designed for prolonged melee, but for controlling the skies beneath the mountains and turning a ground assault into an encirclement.
Fey Ancestry. The rider has advantage on saving throws against being charmed, and magic cannot put it to sleep.
Sunlight Sensitivity. While in sunlight, the rider has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight.
Cavern Stalker. The rider has advantage on Dexterity (Stealth) checks made in dim light, darkness, or rocky underground terrain.
Aerial Training. The rider is proficient in mounted combat and can fight from its Dire Bat without making ability checks for ordinary maneuvering. It can use a one-handed weapon while mounted and wield its lance effectively during a dive.
Black Descent. Once per turn, if the rider or its mount moves at least 20 feet toward a target before the rider hits it with a melee weapon attack, the target takes an extra 7 (2d6) damage. This damage represents the combined momentum of the diving mount and the rider's strike.
Noctis Targeting. The rider has advantage on Wisdom (Perception) checks to locate enemy creatures carrying bright lights, operating siege weapons, or giving audible commands in a cavern. This does not reveal creatures that are otherwise hidden without an appropriate check.
Actions
Multiattack. The rider makes two attacks, choosing from Noctis Lance, Curved Shortsword, and Hand Crossbow.
Noctis Lance. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) piercing damage. If wielded with two hands while the rider is not mounted, the damage is 13 (2d8 + 4). The rider does not receive an additional damage bonus merely for being mounted; Black Descent provides its dive damage.
Curved Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.
Hand Crossbow. Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Hooking Lance. (Recharge 5–6). Melee Weapon Attack: +7 to hit, reach 10 ft., one Large or smaller creature. Hit: 9 (1d10 + 4) piercing damage, and the target must succeed on a DC 15 Strength saving throw or be pulled up to 10 feet in a direction chosen by the rider. If the target is pulled off a ledge, it can use its reaction to grab the edge if one is within reach.
BONUS ACTION.
Shadow Drop. While mounted, the rider directs its Dire Bat to descend at least 20 feet toward a creature it can reach. The mount does not provoke opportunity attacks from that creature during this movement. If the rider hits the creature with a melee weapon attack before the end of the turn, it can apply Black Descent.
Break Away. The rider commands its Dire Bat to fly up to half its flying speed without provoking opportunity attacks from creatures the rider can see. The mount must be able to fly and have a clear path.
Reactions
Evasive Banking. When a ranged weapon attack hits the rider or its mount, the rider can impose disadvantage on the attack roll if the attacker is within 60 feet and the mount can move. The rider must direct the mount to move up to 10 feet immediately before the attack resolves. This movement does not provoke opportunity attacks. If the mount cannot move, the reaction has no effect.