b'Animal Lord, Bat King \n'b'  Family:   Animal Lords  \n'b'  Small   fey  (shapechanger),  neutral  \n'b'  Armor Class  17 (natural armor)  Hit Points  150 (20d6 + 80)  Speed  30 ft., fly 50 ft.\n'b' STATS STR: 16 (+3) DEX:  20 (+5)  CON:  19 (+4)  INT:  19 (+4)  WIS:  17 (+3)  CHA:  16 (+3)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Dexterity  +10,  Constitution  +9,  Wisdom  +8,  Charisma  +8  Skills   Acrobatics  +15,  Arcana  +14,  Deception  +8,  History  +14,  Nature  +14,  Perception  +8,  Stealth  +15,  Survival  +8  Damage Resistances  lightning; bludgeoning, piercing, and slashing from nonmagical attacks  Damage Immunities  poison, psychic, thunder  Condition Immunities   charmed ,  exhaustion ,  frightened , incapacitated,  poisoned ,  stunned   Senses   blindsight  60 ft., passive  Perception  18  Languages  all, telepathy 120 ft.  Challenge  13 (10,000 XP) \n'b' Special Traits \n'b'\n'b'  Bat Passivism . No bats or werebats can willingly  attack  the Bat King. They can be forced to do so through magical means. \n'b'  Keen Hearing . The Bat King has advantage on  Wisdom  ( Perception ) checks that rely on hearing. \n'b'  Legendary Resistance (3/day) . If the Bat King fails a saving throw, he can choose to succeed instead. \n'b'  Magic Resistance . The Bat King has advantage on saving throws against spells and other magical effects. \n'b'  Magic Weapons . The Bat King\xe2\x80\x99s weapon attacks are magical. \n'b'  Rejuvenation . If he dies, the Bat King\xe2\x80\x99s soul reforms on the Astral Plane. In 1d6 days, it inhabits the body of another bat on the Material Plane which becomes the Bat King with all of the  hp  and abilities thereof. Only killing every bat on the Material Plane will prevent this trait from functioning. \n'b'  Shapechanger . The Bat King can use his action to  polymorph  into a Medium dark-skinned, bearded  human  man of slight stature, into a Medium bat-humanoid hybrid, or back into his true Small bat form. His statistics, other than his size, are the same in each form with the exception that only the Bat King\xe2\x80\x99s hybrid and bat forms retain his flying speed. Any equipment he is wearing or carrying transforms with him. \n'b'  Speak to Bats . The Bat King can communicate with bats as if they shared a language. \n'b'  Innate Spellcasting . The Bat King\xe2\x80\x99s innate spellcasting ability is  Charisma  (spell save DC 16). He can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b'  At will :  pass without trace ,  shatter ,  thunderwave  \n'b'  3/day each :  darkness ,  scrying  \n'b'  2/day each :  etherealness ,  freedom of movement  \n'b'  1/day each :  astral projection ,  teleport  \n'b'\n'b' Actions \n'b'\n'b'  Multiattack (Humanoid or Hybrid Form Only) . The Bat King makes two  melee attacks . \n'b'  Blood Bite (Bat or Hybrid Form Only) .  Melee Weapon Attack : +10 to hit, reach 5 ft., one target.  Hit : 22 (5d6 + 5) piercing damage. If the target is a  humanoid , it must succeed on a DC 14  Constitution  saving throw or be cursed with werebat lycanthropy. \n'b'  Oblivion\xe2\x80\x99s Mace (Humanoid or Hybrid Form Only) .  Melee Weapon Attack : +10 to hit, reach 5 ft., one target.  Hit : 15 (4d4 + 5) bludgeoning damage. \n'b'  Screech (Recharge 5-6) . The Bat King lets loose an ear-shattering screech in a 20-foot cone. Each creature in that area that can hear the screech must make a DC 18  Constitution  saving throw. On a failure, the creature takes 33 (6d10) thunder damage and is  deafened  for 1 minute. On a success, the creature takes half the thunder damage but isn\xe2\x80\x99t  deafened . This  attack  deals double damage to objects and structures. \n'b'  Summon Bats (2/day) . The Bat King magically calls 2d4 swarms of bats. In an urban environment, he can call 1 werebat instead. The called creatures arrive in 1d4 rounds, acting as allies of the Bat King and obeying his spoken commands. The creatures remain for 1 hour, until the Bat King dies, or until the Bat King dismisses them as a  bonus action . \n'b'\n'b' Legendary Actions \n'b' The Bat King can take 3  legendary actions , choosing from the options below. Only one  legendary action  option can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The Bat King regains spent  legendary action  at the start of his turn. \n'b'\n'b'  At Will Spell . The Bat King casts one of his at will spells. \n'b'  Detect . The Bat King makes a  Wisdom  ( Perception ) check. \n'b'  Flight (Bat or Hybrid Form Only) . The Bat King flies up to his flying speed without provoking opportunity attacks. \n'b'\n'b' About \n'b' A dark-skinned man of smallstature wearing a voluminous gray robe squints about curiously, his upturned nose doing the expression no favors. With his thick, black hair and beard worn close-cropped, he looks to be some sort of monk or scholar. \n'b' The Bat King is the eternal enemy of the demon lord of bats. Their struggle takes place in forms and areas largely invisible to daylight-dwellers but is fierce nonetheless. While the demon lord of bats rules the underworld and fire, the Bat King\xe2\x80\x99s followers are found in forests, jungles, and caverns closer to the surface. Some cults of the demon lord of bats seek to capture and corrupt the Bat King\xe2\x80\x99s followers, turning ordinary animals into the skin bats and giant vampire bats found in service to various cults. The Bat King strives to keep his people free of their malign influences and seems to have an informal alliance with the Bear King and the bearfolk in the Shadow Realm and elsewhere. \n'b'  Redeemer . The sworn foe of the demon lord of bats, the great corruptor of his children, the Bat King spends much of his time devising ways to dispatch the demon lord\xe2\x80\x99s many servants. His time in human form is spent conducting research to that end. He does, however, make good use of his bat form when eavesdropping. \n'b'  Hit and Run . Traveling from land to land, searching the libraries and vaults of the great cities for anything that will aid him in his task, the Bat King returns often to the cities nearest to the jungles of the world. On that border between civilization and savagery, he flits to and fro, striking and fleeing. He has been killed many times, but his enemies have never dispatched him permanently. \n'b'  Secret Ally . The Bat King knows his limits and is always looking to form alliances of mutual interest against his foes. He rarely reveals his identity to allies for the safety of all involved but is otherwise straightforward in his dealings.'