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 are skullbats.
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.
Tiny undead, lawful evil
Armor Class 13
Hit Points 4 (1d4 + 2)
Speed 0 ft., fly 30 ft.
Abilities Str 1 (-5), Dex 16 (+3), Con 15 (+2), Int 6 (-2), Wis 8 (-1), Cha 5 (-3)
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)
Multiattack. The skullbat can use its Unnerving Shriek. It then attacks with its bite.
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 its attack rolls and ability checks until the end of its next turn. A creature that is immune to being frightened automatically succeeds on the saving throw. On a successful saving throw, the creature is immune to the skullbat’s Unnerving Shriek for the next 24 hours.
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Skullbats will be included as a Dungeons & Dragons Fifth Edition entry in a new book I’m working on for DMsguild.com titled, simply, CR 1/8.
It will be available for free download and reading until the book is published (probably by the end of this week).
Thanks for reading!