Giant Albino Bat
Huge Monstrosity, neutral evil. CR 3, AC 15, 76 HP. Traits: Echolocation, Keen Hearing.
- Armor class
- 15
- Hit points
- 76
- Challenge
- 3
- Creature type
- Monstrosity
- Size
- Huge
- Alignment
- neutral evil
Stat block
- Cha
- 6
- Con
- 15
- Dex
- 16
- Int
- 7
- Str
- 19
- Wis
- 14
- Speed
- Fly: 80; Walk: 10
- Senses
- blindsight 60 ft., passive Perception 11
- Skills
- Actions
- Multiattack. The bat makes two attacks: one with its bite and one with its claws.
- Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
- Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage. If the target is a Large or smaller creature, it is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the bat can't use its claws against another target.
- Languages
- Abyssal, understands Common but can't speak it
- Special abilities
- Echolocation. The bat can't use its blindsight while deafened.
- Keen Hearing. The bat has advantage on Wisdom (Perception) checks that rely on hearing.
Source and licence
From Creature Codex.
Licence: Open Game Content (OGL 1.0a).