Swarm of Emberbats

Humblewood Campaign Setting p. 182 (Third Party)

Size
Medium
Type
swarm of tiny beasts
Alignment
unaligned
AC
12
Hit Points
22 (5d8)
Speed
walk 0 ft., fly 30 ft.
Resistances
Bludgeoning, Piercing, Slashing
Condition Immunities
Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
Senses
blindsight 60 ft.
Passive Perception
10
Challenge
1/2
Lineage
Emberbat
STR
5
−3
DEX
15
+2
CON
10
+0
INT
3
−4
WIS
10
+0
CHA
5
−3

Traits

Proficiency Bonus

+2

Echolocation

The swarm can't use its blindsight while deafened.

Keen Hearing

The swarm has advantage on Wisdom (Perception) checks that rely on hearing.

Flame Essence

Any creature that starts their turn within 5 feet of the emberbat swarm must make a DC 10 Constitution saving throw, taking 2 (1d4) points of fire damage on a failure.

Swarm

The Swarm of Emberbats can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny bat. The swarm can't regain hit points or gain temporary hit points.

Actions

Bites

Melee Weapon Attack: +4 to hit, reach 0 ft., one creature in the swarm's space. Hit: 5 (2d4) piercing damage, or 2 (1d4) piercing damage if the swarm has half of its hit points or fewer.

Other data

description

Curious and gentle creatures, these tiny bats have ashen fur and noses which sport a small candle-sized flame.

Winged Fire: Emberbats only started appearing in Humblewood after the calamity that befell the Scorched Grove, and scholars nearly all agree that the emergence of the creatures had something to do with the elemental magics present in the Grove. The flames that give the bats their name are lit through an internal combustion process that issues fuel from their nostrils as they exhale. Emberbats appear able to start and stop this process at will. The bats obviously do not need the flames to see, but it is hypothesized that the small candle serves to attract moths or other insects into their waiting mouths, greatly facilitating hunting.

Colonies of Combustion: Emberbats are most often seen flying in clouds consisting of many different families acting in unison. The bats perform virtually every task as a cohesive unit, from flying to hunting to nesting. The real threat they pose lies in the remarkable coordination of their colonies.

Alone, an emberbat is no more dangerous than a candle. But together they have the potential to burn like a pit of hot embers, and can easily set dry tinder ablaze. When a colony of emberbats attacks a target, it is usually for defensive purposes. The air temperature within the cloud rises dangerously fast, and it has to potential to cook the victim alive. When encountering a colony in the wild, it is best not to engage them. However, recently colonies of emberbats are acting aggressively towards travelers, harassing any who approach their expanding territories. Some swear they have seen emberbat supercolonies whose heat could be felt from yards away.