Aroma Bat (JJBA Supplement)

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This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
Caution - Here there be monsters!
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This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 5e rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
This creature was created as part of the Player Equivalent CR variant rule using the Sideshow class and Tiny Beast background, and as such does not follow traditional CR.

Aroma Bat[edit]

Tiny monstrosity, unaligned


Armor Class 15 (natural armor)
Hit Points 5 (2d4)
Speed 15 ft., fly 15 ft.


STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 10 (+0) 8 (-1) 13 (+1) 8 (-1)

Saving Throws Dex +5, Con +2
Skills Acrobatics +5, Nature +1, Sleight of Hand +5, Stealth +5, Survival +3
Senses blindsight 60 ft., passive Perception 11
Languages
Challenge 2 (450 XP)


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.

ACTIONS

Bite. 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.


Aroma_Bats.png
[Source].

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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