b'Vampire Bat \n'b'  Small   beast ,  unaligned  \n'b'  Armor Class  12  Hit Points  22 (4d6 + 8)  Speed  10 ft., fly 40 ft.\n'b' STATS STR: 10 (+0) DEX:  15 (+2)  CON:  14 (+2)  INT:  2 (-4)  WIS:  12 (+1)  CHA:  6 (-2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Saving Throws   Constitution  +4  Skills   Stealth  +4  Senses   blindsight  60 ft., passive  Perception  11  Languages  \xe2\x80\x93  Challenge  1/4 (50 XP) \n'b' Special Traits \n'b'   Echolocation . The vampire bat can\xe2\x80\x99t use its  blindsight  while deafened. \n'b'  Keen Hearing . The vampire bat has advantage on  Wisdom  ( Perception ) checks that rely on hearing. \n'b'  Actions \n'b'   Blood Drain .  Melee Weapon Attack : +4 to hit, reach 5 ft., one creature.  Hit : 5 (2d4) necrotic damage, and the vampire bat attaches to the target. While attached, the vampire bat doesn\xe2\x80\x99t attack. Instead, at the start of each of the vampire bat\xe2\x80\x99s turns, the target loses 5 (2d4)  hit points  due to blood loss. The vampire bat regains hit points equal to the hit points the target loses. The vampire bat can detach itself by spending 5 feet of its movement. It does so after it drains 15 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the vampire bat by succeeding on a DC 12  Strength  check.'