12
2 (1d4)
walk 5 ft., fly 30 ft.
blindsight 60 ft.
0
The Emberbat can't use its blindsight while deafened.
The Emberbat has advantage on Wisdom (Perception) checks that rely on hearing.
The emberbat can create a flame from its nose at will. It sheds bright light in a 5-foot-radius and dim light in another 5 feet beyond this. This effect lasts until it is dismissed, which the emberbat can do at anytime. When lit, the flame also provides a small damage boost to the emberbat's bite (already included in stat block).
With the DM's permission, a character who casts the 'Find Familiar' spell can choose to conjure an Emberbat instead of a bat.
Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage plus 1 fire damage.