Name | Bat Swarm |
---|---|
Sorted Name | Bat Swarm |
Family | Swarm |
Size and Type | Diminutive Animal (Swarm) |
Hit Dice Count | 3 |
Hit Dice | 3d8 (13 hp) |
Random Hit Points | 3d8 - 0 |
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 |
Challenge Rating | 2 |
Organization | Solitary, flight (2-4 swarms), or colony (11-20 swarms) |
Treasure | None |
Alignment | Always neutral |
Advancement | None |
Level Adjustment | - |
Version | SRD |
Sources | System Reference Document |
Stat_Block | Bat swarm; CR 2; Diminutive animal (swarm); HD 3d8; hp 13; Init +2; Spd 5 ft. (1 square), fly 40 ft. (good); AC 16 (+4 size, +2 dex), touch 14, flat-footed 12; Base Atk +2; Grp -; Atk Swarm (1d6); Full Atk Swarm (1d6); Space/Reach 10 ft./0 ft.; SA Distraction, wounding; SQ Blindsense 20 ft., half damage from slashing and piercing, low-light vision, swarm traits; AL N; SV Fort +3, Ref +7, Will +3; Str 3, Dex 15, Con 10, Int 2, Wis 14, Cha 4 Skills and Feats: Listen +11, Spot +11; Alertness, Lightning Reflexes |
Bat Swarm
A bat swarm is nocturnal, and is never found aboveground in daylight. CombatA 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. |
Source Copyright: System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.
The Open content displayed above has been reproduced with permission from the copyright holder.
Attacks: Swarm (1d6), or Swarm (1d6)
feats: ALERTNESS, LIGHTNING REFLEXES, ,