Innate Spellcasting. The bat's innate spellcasting ability is Wisdom (spell save DC 16). The bat can innately cast the following spells, requiring no components:
Echolocation. The bat can't use its blindsight while deafened.
Flyby. The bat doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Dive Bomb. If the Quella moves at least 20ft. downwards toward a creature, and then hits it with an attack, then the target takes an additional 7 (2d6) damage and must succeed on a DC 14 Strength saving throw or be knocked prone.
Keen Hearing. The bat has advantage on Wisdom (Perception) checks that rely on hearing.
Magic Resistance. The bat has advantage on saving throws against spells and other magical effects.
Magic Weapons. The bat's weapon attacks are magical.
Sunlight Sensitivity. While in sunlight, the bat has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Multiattack. The Quella makes two attacks: any combination of attacks using its bite, claw, tail or its sound blast.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage plus 11 (2d8) necrotic damage.
Claw. Melee Weapon Attack: +6 to hit, reach 5ft. one target. Hit 8 (1d8 + 4) slashing damage. If the target is prone, then the target is now grappled (escape DC 14).
Tail Swipe. Melee Weapon Attack: +6 to hit, reach 5ft. one target. Hit 8 (1d8 + 4) bludgeoning damage and the target must make a DC 14 Strength saving throw or be knocked prone.
Sound Blast (Recharge 1-2). Ranged Spell Attack: +6 to hit, range 90/180 ft., one target. Hit: 22 (2d10+4) thunder damage. If hit, then the target must make a DC 14 Constitution saving throw becomes stunned for a single turn.
Sonic Screech (Recharge 3). Quella uses her turn to begin charging a Super Sonic scream in a 60-foot cone until her next turn, which will count as two actions. If Quella is attacked while charging, she must make a DC 12 constitution saving throw or the attack is canceled, and she will be free to use other actions on her next turn. Each creature in that area must make a DC 15 Constitution saving throw, taking 24 (7d6) thunder damage on a failed save and becoming stunned until its next turn, or half as much damage on a successful one. When this attack is used, if a creatures Health would fall to 0, it instead falls to 1 and is knocked unconscious.
Created for Dungeon Masters and Game Masters, World Anvil has everything you need to build your own homebrew RPG campaign setting, and run your games, either online or around the table!
Take the first step. Create your account. Your world and characters await!