Voidbat Imp - AI-generated fantasy Monster

Voidbat Imp

Hunters of rare lore say bat-imps are generated when planar filth solidifies around the hatred of a dying fiend. Old woodcutters tell of black ponds that lure travelers and are ringed by whispering bat-shapes that steal pipes and trinkets.

HP27AC14SPD30 ft., fly 40 ft. (hover)CR1 (200 XP)StealthPerception
STR
8
DEX
16
save
CON
12
INT
10
WIS
12
save
CHA
14
Rise from the Inky Pool. If the voidbat imp starts its turn within 5 feet of a puddle of corrupted magic or within an area of at least lightly corrupted ground it can use a bonus action to vanish into the pool and reappear in any other puddle of corrupted magic within 60 feet. If there is no puddle available this trait has no effect.
Inky Camouflage. While in dim light or darkness the imp has advantage on Dexterity (Stealth) checks. Once it has succeeded on a Stealth check against a creature this way it remains invisible to that creature until it attacks or is detected.
Blade Bond. The voidblade the imp wields is magically bonded to it. If the blade is separated from the imp, the imp will prioritize retrieving it and can sense the direction to it while on the same plane.
Razorwing Slash. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: slashing damage. Alternatively the imp can make a Ranged Energy Bolt attack instead of this melee attack.
Energy Bolt. Ranged Weapon Attack: to hit, range 30/90 ft., one target. Hit: necrotic damage. If the target is wearing metal armor or holding metal weapons, the bolt arcs and deals an extra lightning damage instead of necrotic damage.
Chaotic Cacophony. The imp emits a shrill, discordant cry and flutters in a 20 foot cone of corrupted magic. Each creature in the cone must make a Wisdom saving throw. On a failed save a creature is frightened until the end of its next turn and has disadvantage on its first attack roll and first saving throw before the end of that turn. On a successful save the creature is not frightened and takes no other effect. Once the bat-imp uses this feature, it cannot use it again until it finishes a short or long rest.
Inky Vanish. When a creature the imp can see attacks it with advantage, the imp can slip into the air and become invisible until the start of its next turn or until it attacks, deals damage, or forces a creature to make a saving throw. Once used the imp cannot use this reaction again until the end of its next turn.
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