Skullbat (5e Creature)

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Skullbat[1][2][edit]

Tiny undead, lawful evil


Armor Class 13
Hit Points 4 (1d4 + 2)
Speed 0 ft., fly 30 ft.


STR DEX CON INT WIS CHA
1 (-5) 16 (+3) 15 (+2) 6 (-2) 8 (-1) 5 (-3)

Proficiency Bonus +2
Damage Vulnerabilities bludgeoning
Damage Resistances piercing
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 9
Languages understands all the languages it knew in life but can’t speak
Challenge 1/8 (25 XP)


ACTIONS

Multiattack. The skullbat can use its Unnerving Shriek. It then makes a bite attack.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Unnerving Shriek. Each creature within 30 feet of the skullbat that can hear it must succeed on a DC 9 Wisdom saving throw or have disadvantage on attack rolls and ability checks until the end of its next turn. Undead and creatures immune to being frightened automatically succeed on the saving throw. On a successful save, the creature is immune to the skullbat’s Unnerving Shriek for the next 24 hours.


It’s not uncommon for a necromancer to have a whole bunch of spare parts lying around after building its army of skeletons. Instead of wasting these extra bits, the necromancer gets creative and one product of their twisted sense of art is the skullbat.
A skullbat is exactly what it sounds like: a humanoid skull with wings attached to the side of it. Like other mindless undead, skullbats are tasked with guarding lairs and performing simple tasks on behalf of their creators.

Undead Nature. A skullbat doesn't require air, food, drink, or sleep.

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  1. [1], This creature originated on dmdave.com, I just reported it here.
  2. [2], A variant Skull Bat can be found at GameCows.com.