Monsters / Swarm, Bat
Swarm, Bat
CR 2 - 600 XP - N Diminutive Animal
Stat block
AC16 (touch 16, flat-footed 14)HP13 (3d8)SavesFort +3, Ref +7, Will +3Meleeswarm (1d6)Speed5 ft., fly 40 ft. (good)AbilitiesStr 3, Dex 15, Con 11, Int 2, Wis 14, Cha 4BAB / CMB / CMD+2 / +0 / 0Sensesblindsense 20 ft., low-light vision; Perception +15Environmentany temperate or tropical
immune weapon damage
Combat brain - every behavior cites its line (2 rules)
Built only from this entry: stat-block special attacks, the printed Int score, the creature type, its feats and senses, and the behavioral prose of its own description. Nothing invented - an uncited behavior is a test failure.
flee-when-hurt (from lore)
They are only encountered outside in a group at dawn or dusk, or when they have been startled and forced to flee their lairs.
They are only encountered outside in a group at dawn or dusk, or when they have been startled and forced to flee their lairs.
skirmisher (from abilities)
abilities: Dex 15 over Str 3 - strike and slip away, never trade full attacks
abilities: Dex 15 over Str 3 - strike and slip away, never trade full attacks
On-hit riders and breath
wounding
distractionDC 11 Fortitude
From the entry
Any living creature damaged by a bat swarm continues to bleed, losing 1 hit point per round thereafter. Multiple wounds do not result in cumulative bleeding loss. The bleeding can be stopped by a DC 10 Heal check or the application of a cure spell or some other healing magic.
Bat swarms dwell in large caves, ruins, or even city sewers-anywhere they can find darkness to hide in during the day and a supply of food to feast upon at night. They are only encountered outside in a group at dawn or dusk, or when they have been startled and forced to flee their lairs.