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Breadcrumb

Swarm of Sickle Bats

Challenge
str
4
dex
14
con
10
int
2
wis
12
cha
4

AC 12

HP 18 (4d8; bloodied 9)

Speed 5 ft., fly 30 ft.


Proficiency +2; Maneuver DC 12

Damage Resistances bludgeoning, piercing, slashing

Condition Immunities charmed , frightened , grappled , paralyzed , petrified , prone , restrained , stunned , unconscious

Senses blindsight 60 ft., passive Perception 11

Languages —


Echolocation. The swarm can’t use blindsight while deafened . 

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

Swarm. The swarm can occupy another creature’s space and move through any opening large enough for a Tiny creature. It can’t gain hit points or temporary hit points. It becomes Medium when bloodied .


ACTIONS

Bites. Melee Weapon Attack: +4 to hit, reach 0 ft., one target. Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm is bloodied ..

Slicing Flurry. Each creature sharing a space with the swarm makes a DC 12 Dexterity saving throw , taking 10 (4d4) slashing damage, or 5 (2d4) slashing damage if the swarm is bloodied , on a failure, or half as much on a success. Creatures can gain advantage on this saving throw by choosing to fall prone .

Description

Sickle bats inhabit dark corners of deep caves, swooping down from their perches to strike from above. The first fingers on a sickle bat’s wings are tipped with a small sickle shaped claw that they slice into their prey as they fly by, swarming like aerial piranhas. When one of their targets is bloodied they fall into a frenzy, focusing on that creature to the exclusion of all others.

Monster Type Description

Beasts are natural animals whose existence and abilities are nonmagical. A bear and a tyrannosaurus rex are both beasts.