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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.