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Quella, the Great White Bat in Dungeons & Dragons 5e

Quella, the Great White Bat

Huge , any
Armor Class: 16
Hit Points: 204 (19d12+72)
Speed: 20ft Fly: 60ft Climb: 15ft

STR

16 +3

DEX

18 +4

CON

19 +4

INT

12 +1

WIS

19 +4

CHA

9 -1

Saving Throws: Dex +8, Wis + 8, Cha + 3
Damage Resistances: necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities: Poison
Condition Immunities: exhaustion, paralyzed, petrified, poisoned, unconscious
Senses: blindsight 120 ft., passive Perception 14

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:

At will: darkness, darkvision, spider climb

1/day: contagion, vampiric touch


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.

Actions

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.

The loyal mount of Harkin, Quella was once a beast of legend in a far off land, rumored to steal horses with the men still atop in the dead of night. But when Harkins men went missing, he soon decided to deal with the matter personally.

Confronting the creature her at cave, the two fought for the entirety of the night, and even most of the day. But in the end, it was Harkin who stood victorious. But instead of dispatching the creature, a rare moment of respect passed by Harkin, and he speed the monster. Since this point, Harkin rode her into battle, allowing the already deadly Harkin to become airborn.

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