Stealthy and deadly, a razorclaw bat responds to your summons and dives on your foes
Ranged 5
Effect: You summon a Medium razorclaw bat in an unoccupied square within range. The bat has fly 7 (hover) and blindsight 5. The bat gains a +5 bonus to Stealth checks, and it deals 1d10 extra damage to a target. On your turn you can give the bat the following special commands. On the turn you summon the bat, you give the first command as part of using this power.
Standard Action: The bat shifts 5 squares and attacks: melee 1; targets one creature; Wisdom vs. Reflex; 2d6 + Wisdom modifier damage.
Standard Action: Close burst 2; targets each creature in burst; the targets lose all concealment against you and your allies until the end of your next turn.
Summon Razorclaw Bat is a 15th-level druid daily power. You summon an allied bat to do your bidding for you. The bat has hit points equal to your bloodied value, and defenses equal to your own. If it drops to zero hit points, it is destroyed, and you lose a healing surge. If you have no surges left, you instead lose HP equal to half your bloodied value. The bat has no healing surges of its own, but if a power allows it to spend a surge, you can spend one for it. The summoned bat lasts until the end of the encounter, or until dismissed as a minor action, then disappears.
You can command the creature by spending actions to control it mentally. Line of effect is required. When controlling, you share knowledge but not senses. As a minor action, you can command the bat to do one of the following, if capable: crawl, escape, fly, open/close a door or container, pick up/drop an item, run, stand, shift, squeeze, or walk. Commanding the bat to attack in battle is a standard action.[PrP:46][PH2:221]