Sky Raider Bat
Medium beast, unaligned
Armor Class
13
Hit Points
18 (4d8)
Speed
10 ft., fly 60 ft.
STR
15 (+2)
DEX
16 (+3)
CON
11 (+0)
INT
2 (-4)
WIS
12 (+1)
CHA
6 (-2)
Senses
Blindsight 60 ft., Passive Perception 11
Languages
--
Challenge
1/4 (50 XP)
Echolocation. The bat can’t use its blindsight while deafened.
Flyby. The bat doesn’t provoke opportunity attacks when it flies out of an enemies reach.
Keen Hearing. The bat has advantage on Wisdom (Perception) checks that rely on hearing.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 +2) piercing damage.
Bonus Actions
Goblin Boomer (2/Day). As a bonus action, the sky raider bat drops a ceramic pot of alchemist’s fire on a random target. The target must succeed on a DC 14 Dexterity saving throw or take 2 (1d4) fire damage, and 2 (1d4) fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.