Vampire Bat Hive

Huge monstrosity, neutral evil

Armor Class 16 (natural armor)

16 (natural armor) Hit Points 150 (12d12 + 72)

150 (12d12 + 72) Speed 20 ft., fly 40 ft.

STR DEX CON INT WIS CHA 22 (+6) 10 (+0) 22 (+6) 2 (-4) 12 (+1) 6 (-2)

Saving Throws Str +10, Con +10

Str +10, Con +10 Skills Perception +5, Stealth +4

Perception +5, Stealth +4 Damage Vulnerabilities fire

fire Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks

bludgeoning, piercing, and slashing from nonmagical attacks Senses blindsight 90 ft., passive Perception 15

blindsight 90 ft., passive Perception 15 Languages understands Abyssal and Infernal but can't speak

understands Abyssal and Infernal but can't speak Challenge 9 (5,000 XP)

Sunlight Sensitivity. While in sunlight, the hive has disadvantage on attack rolls, as well as Wisdom (Perception) checks that rely on sight.

Echolocation. The hive can't use its blindsight while deafened.

Keen Hearing. The hive has advantage on Wisdom (Perception) checks that rely on hearing.

Living Hive. Up to four Medium or smaller creatures or swarms of creatures can fit inside the hive. A creature inside the hive is prone and has total cover against effects outside the hive. Creatures can use half their speed to enter or exit the hive, appearing in a spot within 5 feet of it.

Actions

Multiattack. The hive makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (2d12 + 6) piercing damage

Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage

Screech (Recharge 5-6). The hive screeches loudly in a 60-foot cone. Each creature in the area must make a DC 16 Constitution saving throw. On a failed save, a creature takes 27 (6d8) thunder damage and is deafened until the end of its next turn. On a successful save, the creature takes half as much damage and isn't deafened.

Legendary Actions

The hive can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. The hive regains spent legendary actions at the start of its turn.

Detect. The hive makes a Wisdom (Perception) check.

Claw. The hive makes a claw attack.

Wing Beat (Costs 2 Actions). The hive beats its wings. Each creature within 10 feet of the hive must succeed on a DC 16 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The hive can then fly up to half its flying speed.