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Batoad CR: 3

Small beast, unaligned
Armor Class: 14
Hit Points: 52 (7d8 + 21) 7d8+21
Speed: 30 ft , fly: 40 ft , swim: 30 ft

STR

13 +1

DEX

16 +3

CON

16 +3

INT

5 -3

WIS

12 +1

CHA

7 -2

Skills: Perception +3, Stealth +5
Senses: Blindsight 20ft., Darkvision 60 ft., Passive Perception 13
Challenge Rating: 3 ( 700 XP)
Proficiency Bonus: 2

Amphibious. The Batoad can breathe air and water.   Leaping Pounce. If the Batoad flies or leaps at least 20 feet straight toward a creature and then hits it with a Bite attack on the same turn, the target must succeed on a DC 13 Strength saving throw or be knocked prone.   Echolocation. The Batoad can't use its blindsight while deafened.   Glide. The Batoad can reduce falling damage it takes by 60 feet as long as it is conscious and not incapacitated.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.   Wing Slash. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, and the target must make a DC 13 Dexterity saving throw or be blinded until the end of its next turn as a puff of swamp mist is released.   Croaking Screech (Recharge 5-6). The Batoad emits a high-pitched screech in a 15-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw or take 14 (4d6) thunder damage and be deafened for 1 minute. A deafened creature can repeat the saving throw at the end of its turns, ending the effect on itself on a success.

Batoads are eerie hybrids of amphibians and bats, thriving in dark swamps and hidden caves. Their large, membranous wings and glowing eyes make them haunting predators in both air and water. Batoads prefer ambush tactics, using their echolocation and leaping abilities to overwhelm prey before retreating into dense fog or water. Some whisper of their creation as the result of ancient magical experiments gone awry.

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