Random hit points: 23 14 15 8 16 12 14 6 15 15
Bat Swarm
| Bat Swarm |
|
| Diminutive Animal (Swarm) |
|
| Hit Dice: |
3d8 (13 hp) |
| Initiative: |
+2 |
| Speed: |
5 ft. (1 square), fly 40 ft. (good) |
| Armor Class: |
16 (+4 size, +2 Dex), touch 14, flat-footed 12 |
| Base Attack/Grapple: |
+2/- |
| Attack: |
Swarm (1d6) |
| Full Attack: |
Swarm (1d6) |
| Space/Reach: |
10 ft./0 ft. |
| Special Attacks: |
Distraction, wounding |
| Special Qualities: |
Blindsense 20 ft., half damage from slashing and piercing, low-light vision, swarm traits |
| Saves: |
Fort +3, Ref +7, Will +3 |
| Abilities: |
Str 3, Dex 15, Con 10, Int 2, Wis 14, Cha 4 |
| Skills: |
Listen +11, Spot +11 |
| Feats: |
Alertness, Lightning Reflexes |
| Environment: |
Temperate deserts |
| Organization: |
Solitary, flight (2-4 swarms), or colony (11-20 swarms) |
| Challenge Rating: |
2 |
| Treasure: |
None |
| Alignment: |
Always neutral |
| Advancement: |
None |
| Level Adjustment: |
- |
A bat swarm is nocturnal, and is never found aboveground in daylight.
Combat
A bat swarm seeks to surround and attack any warm-blooded prey it encounters. The swarm deals 1d6 points of damage to any creature whose space it occupies at the end of its move.
Distraction (Ex): Any living creature that begins its turn with a swarm in its space must succeed on a DC 11 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.
Wounding (Ex): 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.
Blindsense (Ex): A bat swarm notices and locates creatures within 20 feet. Opponents still have total concealment against the bat swarm (but swarm attacks ignore concealment).
Skills: A bat swarm has a +4 racial bonus on Listen and Spot checks. These bonuses are lost if its blindsense is negated.
