Aroma Bat (JJBA Supplement)
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Aroma Bat[edit]
Tiny monstrosity, unaligned Armor Class 15 (natural armor)
Saving Throws Dex +5, Con +2 Spirit Points. The bat has 1 spirit point which it may expend. It regains all spirit points at the end of a long rest. Pack Tactics. The bat has advantage on an attack roll against a creature if at least one of the bat's allies is within 5 feet of the creature and the ally isn't incapacitated. Echolocation. The bat can't use its blindsight while deafened. Keen Hearing. The bat has advantage on Wisdom (Perception) checks that rely on hearing. ACTIONSBite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 piercing damage. Aroma Bomb (1 Spirit Point). Every creature in a 15 ft. radius of the bat with a sense of smell must attempt a DC 12 Constitution saving throw. On a failure, they are poisoned for 1 minute. They may retry this saving throw at the end of each of their turns, ending this effect early on a success. Creatures with a blindsight that rely on smell or advantage on Perception checks that rely on scent automatically fail this saving throw.
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Designed as a failsafe for a rogue host of the Baoh parasite, aroma bats were genetically engineered to release a strong aroma that physically weakens the target, becoming even more deadly when under ultrasonic control, through which Dordo used them as one of his primary weapons. |
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