Skin Bat

Small Undead, Neutral Evil

Armor Class 13 (natural armor)

Hit Points 28 (8d6)

Speed fly +10, walk +40

Challenge 1/2

STR
12
+1
DEX
16
+3
CON
10
+0
INT
2
-4
WIS
13
+1
CHA
6
-2

Skills Perception +3

Damage Vulnerabilities False

Damage Resistances False

Damage Immunities poison

Condition Immunities poisoned

Senses blindsight 20 ft., darkvision 60 ft., passive Perception 13

Languages

Special Abilities

Echolocation. The skin bat can't use its blindsight while deafened.

Hungry Dead Nature. The skin bat doesn't require air or sleep.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 10 Constitution saving throw or be paralyzed until the end of its next turn. On a success, the target can't be paralyzed in this way by the skin bat again for 24 hours.

Reactions

Attract Bats (1/Day). When the skin bat is reduced to below half its hp maximum while underground or outside at night, it releases a high-frequency cry similar to that of an injured bat, attracting other bats to it. On initiative count 20 of the next round, 1d6 bats arrive and aid the skin bat. These bats aren't under the skin bat's control, but they protect it to the best of their abilities, attacking those that harm the skin bat.

Source: Tome of Beasts 2023 · OGL/Open