Bat Devil (Chainsaw Man Supplement)

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Bat Devil[edit]

Large undead (Devil), chaotic evil


Armor Class 18 (Natural Armor)
Hit Points 95(10d10+44)
Speed 30ft, 60ft fly.


STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 16 (+3) 10 (+0) 10 (+0) 14 (+2)

Saving Throws Str +7, Con +6
Skills Athletics +7, Deception +5, Intimidation +5
Senses passive Perception 10
Languages
Challenge 5 (1,800 XP)


Devil Power Usages. The Bat Devil has 6 usages that it can use to fuel its devil power. All of its usages are replenished at the end of a long rest.

Bloodhound. The smell of blood sends the Bat Devil into a frenzy, Going after any and all who bleed. If a creature has the bleeding condition the Bat Devil deals an additional damage die towards that creature.

Echolocation. The Bat Devil was granted echolocation due to being the fear of bats, He has a blindsight of 30ft.

ACTIONS

Multiattack. The Bat Devil can make two Slash attacks that can be substituted for Vampiric Slash.

Vampiric Slash.' Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 24 (4d6) piercing damage(One Use) After being hit target must make a Constitution saving throw. On a failed save, the creature is bleeding. On a success they take half the damage rolled and are not bleeding, Additionally bleeding creatures have disadvantage against your intimidation checks

Slash.' Melee Weapon Attack: +8 to hit, reach 5ft., one target Hit: 6 (2d6) slashing damage

'Gob Cannon' As an action for one use,The Bat Devil can fire an immense blast of air that has a 30 feet cone in range, Creatures caught in this range must make a Dexterity saving throw, on a failure they fall prone and take 6d6 force damage. On a successful save, The target takes half damage and is not knocked prone.

BONUS ACTIONS

Rabid Strikes' If the Bat Devil doesn't have disadvantage on an attack roll, you may perform one more attack as part of the same action. It may do this a number of times equal to half its Dexterity modifier per long rest.

Powerful Regeneration. you may spend a number of blood points up to its Charisma modifier. Per blood spent you will regain a d12’s worth of hit points or regenerate a missing limb.

REACTIONS

Powerful Regeneration. you may spend a number of blood points up to its Charisma modifier. Per blood spent you will regain a d12’s worth of hit points or regenerate a missing limb.

656fe325e18629346b1125469cd8da00.jpg
The incarnation of the Bat Devil. [1]

Bat Devil's Feats.

Unrelenting Body
Rapid Strikes

Improved Durability. The Bat Devil uses the Improved Durability rule.

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