Zubat is a blue, chiropteran Pokémon. While it lacks eyes, it has pointed ears with purple insides and a mouth with two sharp teeth on each jaw. A male will have larger fangs than a female. It has purple wing membranes supported by two, elongated fingers, and two long, thin, tails.
Zubat lives in abundance in gloomy caves. It has evolved to have neither eyes nor nostrils, it instead navigates through dark environments and tight caves with echolocation. It will leave its abode at night with a mass of other Zubat in order to seek prey. During the daytime, Zubat sleeps hanging upside down in caves, forests, or under the eaves of old buildings, avoiding sunlight at all costs. Zubat also gather together in groups during the morning in order to stay warm while they sleep. Daylight causes Zubat to become unhealthy, and prolonged exposure can even burn its skin. However, captured and trained Zubat has been recorded as being much more tenacious in the daytime, even when directly exposed to sunbeams. In colder conditions, Zubat gathers with others of its kind for warmth.
Zubat
It emits ultrasonic waves from its mouth to check its surroundings. Even in tight caves, Zubat flies around with skill.
Armor Class | 12 |
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Hit Points | 6d4-6 |
Speed | 5 ft. | Fly 30 ft. |
Strength | 4 (-3) |
Dexterity | 15 (+2) |
Constitution | 11 (+0) |
Intelligence | 6 (-2) |
Wisdom | 12 (+1) |
Charisma | 6 (-2) |
Damage Vulnerabilities | Lightning | Thunder |
Damage Immunities | Poison |
Condition Immunities | Blinded | Poisoned |
Skills | Stealth d20+4 | Acrobatics d20+4 | Perception d20+2 |
Senses | Blindsight 60 ft. (blind beyond this radius) | Passive Perception 12 |
Languages | Auran |
Challenge | 1/8 (25 XP) |
Special 1 | Keen Hearing | Zubat has advantage on Wisdom | (Perception) checks that rely on hearing |
Special 2 | Echolocation | Zubat cannot use its blindsight while deafened |
Special 3 | Sunlight Sensitivity | While in sunlight, Zubat has disadvantage on attack rolls, | as well as on Wisdom (Perception) checks that rely on sight |
Action 1 | Leech Life | Melee Weapon Attack | d20+4 to hit |
Reach 5 ft,, one creature | Hit 1d4+2 piercing damage, | and Zubat regains half as many hit points |
Action 2 | Zubat emits a disorienting screech that targets a creature within 60 feet of itself. | If the creature can hear it must succeed on | a DC 12 Wisdom saving throw. |
On a failure, they take 1d4 thunder damage | and have disadvantage on their next attack roll. | At the end of each of its turns, | an affected creature can repeat the saving throw. |
If it succeeds, he effect ends for that creature |
Golbat is a large, blue bat with super long wings. Unlike its pre-evolved form, named Zubat, Golbat has eyes. It also has two long, skinny feet. The most distinct feature of Golbat is its large mouth with four teeth.
Gender differences. A female Golbat has smaller teeth than those of a male.
Like Zubat, Golbat is found in caves and dark areas worldwide. Unlike Zubat, however, Golbat is hematophagous, consuming the blood of Pokémon and humans alike. They use their sharp fangs to puncture the skins of victims. Their saliva contains a substance that poisons and immobilizes prey, allowing them to drink blood at their leisure. Golbat can drink up to 10 ounces of blood in one sitting, possibly fatal for smaller victims. After doing so, however, their flight often becomes clumsy and erratic due to their heavy weights after large meals; they may become so heavy that they fall to the ground (and become easy prey themselves). Luckily, this feasting keeps them satisfied for a while; they only search for food during moonless nights when darkness conceals them. Recently, it has been discovered that Golbat broods will share blood with one another during times of scarcity; however, selfish Golbat that do not share blood when asked will find that other brood members will refuse to share with them in the future. Their fangs are hollow and consequently fragile. Notably, Golbat avoids light, metal, and oddly enough, Durin Berries. While no one is quite sure why, Golbat tends to steer clear of them despite experiencing no ill effects upon consuming them. Surprisingly, Golbat is quite adept on its oddly-shaped feet, adapted to create silent footsteps as they sneak up behind sleeping prey. All Golbat have the ability to Inner Focus. Inner Focus allows Golbat to never flinch. Golbat can easily suck blood with its sharp fangs. Blood seems to be Golbat's only food source.
Golbat
It loves to drink other creatures’ blood. It’s said that if it finds others of its kind going hungry, it sometimes shares the blood it’s gathered.
Armor Class | 14 |
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Hit Points | 16d8+8 |
Speed | 10 ft. | Fly 60 ft. |
Strength | 15 (+2) |
Dexterity | 18 (+4) |
Constitution | 14 (+2) |
Intelligence | 6 (-2) |
Wisdom | 15 (+2) |
Charisma | 8 (-1) |
Damage Vulnerabilities | Lightning | Thunder |
Condition Immunities | Poisoned | Blinded |
Damage Immunities | Poison |
Skills | Acrobatics d20+6 | Perception d20+8 | Stealth d20+7 |
Senses | Blindsight 60 ft. (Blind beyond this point) | Passive Perception 12 |
Languages | Auran |
Challenge | 3 (700 XP) |
Special 1 | Keen Hearing | Golbat has advantage on Wisdom | (Perception) checks that rely on hearing |
Special 2 | Echolocation | Golbat cannot use its blindsight while deafened |
Special 3 | Sunlight Sensitivity | While in sunlight, Golbat has disadvantage on attack rolls, | as well as on Wisdom (Perception) checks that rely on sight |
Action 1 | Multiattack | The Golbat makes two attacks |
Action 2 | Leech Life | Melee Weapon Attack | d20+6 to hit |
Reach 5 ft., one target | Hit 1d6+4 piercing damage, | and the target must make a DC 14 Constitution saving throw, | on a failure Golbat recovers hit points equal to the amount of damage dealt. |
Golbat attaches to the target on a hit. | While attached, Golbat doesn’t attack. | Instead, at the start of each of Golbat’s turns, | the target is automatically drained by leech life. |
Golbat can detach itself by spending 5 feet of its movement. | It does so after it grains 20 hit points from the target or the target dies. | A creature, including the target, | can use its action to detach Golbat. |
Action 3 | Supersonic (Recharge 5-6) | Golbat emits a disorienting screech that targets a creature within 60 feet of itself. | If the creature can hear it must succeed on |
a DC 14 Wisdom saving throw. | On a failure, they take 1d6 thunder damage | and have disadvantage on their next attack roll. | At the end of each of its turns, |
an affected creature can repeat the saving throw. | If it succeeds, the effect ends for that creature |
Action 4 | Poison Fang | Melee Weapon Attack | d20+5 to hit |
Reach 5 ft., one target | Hit 1d6+3 piercing damage | plus 5d4 poison damage |
Action 5 | Air Cutter | Ranged Weapon Attack | d20+5 to hit |
Range 30/40 ft., one target | Hit 2d12+3 slashing damage |
Crobat is a purple, chiropteran Pokémon with a small, round body. It has long, pointed ears, yellow eyes with red pupils, and a small mouth that usually has its teeth bared. On its body are two pairs of wings: an upper pair that is slightly larger and a lower pair that developed from its hind legs. Both pairs have green-blue membranes, but the lower pair's membranes are only visible from the back. The upper wings have two claw-like fingers near the middle. On the bottom of its body are what appear to be a pair of stubby feet or tufts of fur.
Crobat is capable of flying long distances by alternating between its two sets of wings. The extra set of wings has also improved its flight speed without sacrificing its ability to fly silently. It can also travel through cramped caves without ever slowing. The combination of silent flight and sharp fangs allows it to bite down on prey without being noticed and drain their blood. If unable to consume blood, it becomes lethargic and unable to fly. Due to its lack of legs, it is clumsy on the ground and only able to crawl around with its wings. Crobats are rarely found in the wild, though they are typically found in caves or on tree branches, where they hang upside-down by their rear wings.
Crobat
Both of its legs have turned into wings. Without a sound, Crobat flies swiftly toward its prey and sinks its fangs into the nape of its target’s neck.
Armor Class | 17 |
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Hit Points | 20d8+40 |
Speed | 10 ft. | Fly 60 ft. |
Strength | 24 (+7) |
Dexterity | 14 (+2) |
Constitution | 10 (+0) |
Intelligence | 11 (+0) |
Wisdom | 14 (+2) |
Charisma | 17 (+3) |
Damage Vulnerabilities | Lightning | Thunder |
Condition Immunities | Poisoned | Blinded |
Damage Immunities | Poison |
Skills | Acrobatics d20+10 | Perception d20+5 | Stealth d20+10 |
Senses | Blindsight 60 ft. (Blind beyond this point) | Passive Perception 15 | Darkvision 120 ft. |
Languages | Auran |
Challenge | 6 (2,300 XP) |
Special 1 | Keen Hearing | Crobat has advantage on Wisdom | (Perception) checks that rely on hearing |
Special 2 | Echolocation | Crobat cannot use its blindsight while deafened |
Special 3 | Sunlight Sensitivity | While in sunlight, Crobat has disadvantage on attack rolls, | as well as on Wisdom (Perception) checks that rely on sight |
Special 4 | Flyby | Crobat doesn't provoke an opportunity attack when it flies out of an enemy’s reach |
Special 5 | Breathless | Crobats have no nose and do not breathe. | A Crobat cannot sense any smell, |
regardless of how strong it is. | A Crobat is also immune to any inhaled poison | and never needs to breathe. |
Action 1 | Multiattack | The Crobat makes two attacks |
Action 2 | Leech Life | Melee Weapon Attack | d20+6 to hit |
Reach 5 ft., one target | Hit 2d8 piercing damage, | and the target must make a | DC 15 Constitution saving throw, |
on a failure Crobat recovers hit points equal to | the amount of damage dealt. | Crobat attaches to the target on a hit. | While attached, Crobat doesn’t attack. |
Instead, at the start of each of Crobat’s turns, | the target is automatically drained by leech life. | Crobat can detach itself by spending 5 feet of its movement. | It does so after it grains 20 hit points from |
the target or the target dies. | A creature, including the target, | can use its action to detach Crobat |
Action 3 | Supersonic (Recharge 5-6) | Crobat emits a disorienting screech that targets | a creature within 120 feet of itself. |
If the creature can hear it must succeed on | a DC 14 Wisdom saving throw. | On a failure, they take 2d8 thunder damage | and have disadvantage on their next attack roll. |
At the end of each of its turns, | an affected creature can repeat the saving throw. | If it succeeds, the effect ends for that creature |
Action 4 | Poison Fang | Melee Weapon Attack | d20+7 to hit |
Reach 5 ft., one target | Hit 2d8+3 piercing damage | plus 5d4 poison damage |
Action 5 | Air Cutter | Ranged Weapon Attack | d20+7 to hit |
Range 30/40 ft., one target | Hit 3d12+3 slashing damage |
Action 6 | Haze | A Crobat is protected by a magical forcefield of happiness. | A Crobat receives a deflection bonus to its AC equal to its Charisma modifier, |
and an insight bonus to AC equal to its Wisdom modifier. |
Action 7 | Venoshock | Melee Weapon Attack | d20+10 to hit |
Reach 5 ft., one target | Hit 1d8+7 piercing damage | plus 2d8 poison damage. | The target must succeed on a |
DC 13 Constitution saving throw or be poisoned for 1 hour. | The target can repeat the saving throw | at the end of each of their turns to end the condition. | If the target of this attack is already poisoned, |
they take an additional 2d8 poison damage on a hit |
Action 8 | Confuse Ray (Recharge 5-6) | Crobat casts confusion, | but only affect one creature |
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