Vampire Bat Species in Dierde | World Anvil

Vampire Bat

AD Subscribe to the Open Gaming Network and get everything ad-free! 5e SRD >Creatures > Vampire Bat Small beast, unaligned
  Armor Class 12 Hit Points 22 (4d6 + 8) Speed 10 ft., fly 40 ft.
  STR DEX CON INT WIS CHA 10 (+0) 15 (+2) 14 (+2) 2 (-4) 12 (+1) 6 (-2) Saving Throws Constitution +4 Skills Stealth +4 Senses blindsight 60 ft., passive Perception 11 Languages – Challenge 1/4 (50 XP)
  Special Traits
  Echolocation. The vampire bat can’t use its blindsight while deafened. Keen Hearing. The vampire bat has advantage on Wisdom (Perception) checks that rely on hearing. Actions
  Blood Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (2d4) necrotic damage, and the vampire bat attaches to the target. While attached, the vampire bat doesn’t attack. Instead, at the start of each of the vampire bat’s turns, the target loses 5 (2d4) hit points due to blood loss. The vampire bat regains hit points equal to the hit points the target loses. The vampire bat can detach itself by spending 5 feet of its movement. It does so after it drains 15 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the vampire bat by succeeding on a DC 12 Strength check.