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).

Every licence notice Tavern Bag relies on.