Swarm, Bat
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.
- HP
- 13 (3d8)
- AC
- 16, touch 16, flat-footed 14 (+2 Dex, +4 size)
- Speed
- 5 ft., fly 40 ft. (good)
- Init
- +2
- Melee
- swarm (1d6)
- Space
- 10 ft.
- Reach
- 0 ft.
- BAB
- +2
- CMB
- -
- CMD
- &mdash
- Fort
- +3
- Ref
- +7
- Will
- +3
- Defensive Abilities
- swarm traits
- Racial Modifiers
- +4 Perception when using blindsense
distraction (DC 11)
Wounding — 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.
swarm traits
<p class="stat-block-1"> You get a +2 bonus on all Reflex saving throws.</p>
<p class="stat-block-1"> You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.</p>
Fly +12, Perception +15
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Uses feat: Lightning Reflexes (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Skill Focus (Feat)House/Core — covered by the site's Section 15.
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