12
22 (5d8)
walk 0 ft., fly 30 ft.
Bludgeoning, Piercing, Slashing
Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
blindsight 60 ft.
1/2
+2
The swarm can't use its blindsight while deafened.
The swarm has advantage on Wisdom (Perception) checks that rely on hearing.
Any creature that starts their turn within 5 feet of the emberbat swarm must make a DC 10 Constitution saving throw, taking 2 (1d4) points of fire damage on a failure.
The Swarm of Emberbats can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny bat. The swarm can't regain hit points or gain temporary hit points.
Melee Weapon Attack: +4 to hit, reach 0 ft., one creature in the swarm's space. Hit: 5 (2d4) piercing damage, or 2 (1d4) piercing damage if the swarm has half of its hit points or fewer.