Bats

The leathery-winged insect-eating "great to keep as a pet to keep away the mosquitos" kind all the way up to the "leave you with nightmares for the rest of your natural life" kind.

Jump to: Bat | Giant Bat | Swarm of Bats | Withered Bat


Bat

(No description given)

Environment

Forest, Ruins, Underdark

Token

Bat

Tiny beast, unaligned


  • Armor Class 12
  • Hit Points 1 (1d4 − 1)
  • Speed 5 ft., fly 30 ft.

STR DEX CON INT WIS CHA
2 (-4) 15 (+2) 8 (-1) 2 (-4) 12 (+1) 4 (-3)

  • Proficiency Bonus +2
  • Saving Throws
  • Damage Vulnerabilities
  • Damage Resistances
  • Damage Immunities
  • Condition Immunities
  • Skills
  • Senses blindsight 60 ft.,passive Perception 11
  • Languages
  • Challenge 0

Echolocation. The bat can't use its blindsight while deafened.

Keen Hearing. The bat has advantage on Wisdom (Perception) checks that rely on hearing.

Actions

Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.


Giant Bat

The giant bat is a fearsome sight to behold for most folk, and reports of vampires or dragons have often been tracked back to a giant bat nesting near a village or town. Generally unwilling to attack humanoids, the giant bat often looks to large rodents or insects for its meals, supplemented by the occasional domesticated pig or cow (if the cow is small enough).

Environment

Forest, Ruins, Underdark, Conjured/Summoned

Token

Giant Bat

Large beast, unaligned


  • Armor Class 13
  • Hit Points 22 (4d10)
  • Speed 10 ft., fly 60 ft.

STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 11 (+0) 2 (-4) 12 (+1) 6 (-2)

  • Proficiency Bonus +2
  • Saving Throws
  • Damage Vulnerabilities
  • Damage Resistances
  • Damage Immunities
  • Condition Immunities
  • Skills
  • Senses blindsight 60 ft.,passive Perception 11
  • Languages
  • Challenge 1/4

Echolocation. The bat can't use its blindsight while deafened.

Keen Hearing. The bat has advantage on Wisdom (Perception) checks that rely on hearing.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage.


Swarm of Bats

The swarm of bats presented here aren't ordinary or benign assemblies of little creatures. They form as a result of some sinister or unwholesome influence. A vampire can summon swarms of bats (and rats) from the darkest corners of the night; even druids can't charm these swarms, and their aggressiveness is borderline unnatural.

Environment

Forest, Ruins, Underdark, Conjured/Summoned

Token

Swarm of Bats

Medium swarm, unaligned


  • Armor Class 12
  • Hit Points 22 (5d8)
  • Speed 0 ft., fly 30 ft.

STR DEX CON INT WIS CHA
5 (-3) 15 (+2) 10 (+0) 2 (-4) 12 (+1) 4 (-3)

  • Proficiency Bonus +2
  • Saving Throws
  • Damage Vulnerabilities
  • Damage Resistances bludgeoning,piercing,slashing
  • Damage Immunities
  • Condition Immunities charmed,frightened,grappled,paralyzed,petrified,prone,restrained,stunned
  • Skills
  • Senses blindsight 60 ft.,passive Perception 11
  • Languages
  • Challenge 1/4

Echolocation. The swarm can't use its blindsight while deafened.

Keen Hearing. The swarm has advantage on Wisdom (Perception) checks that rely on hearing.

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny bat. The swarm can't regain hit points or gain temporary hit points.

Actions

Bites. Melee Weapon Attack: +4 to hit, reach 0 ft., one creature in the swarm's space. Hit: 5 (2d4) piercing damage, or 2 (1d4) piercing damage if the swarm has half of its hit points or fewer.


Withered Bat

Take one standard bat, apply the withered condition to it, and then give it a reason to exist, and you have a withered bat. Like most other undead, they do not reproduce on their own.

Environment

Conjured/Summoned, Ruins, Underdark

Token

Withered Bat

Tiny undead, shares master's alignment


  • Armor Class 14 (natural armor)
  • Hit Points 27 (6d4 + 12)
  • Speed 5 ft., fly 30 ft.

STR DEX CON INT WIS CHA
2 (-4) 16 (+3) 15 (+2) 6 (-2) 15 (+2) 6 (-2)

  • Proficiency Bonus +2
  • Saving Throws
  • Damage Vulnerabilities
  • Damage Resistances
  • Damage Immunities necrotic,poison
  • Condition Immunities poisoned
  • Skills Perception +4,Stealth +5
  • Senses Blindsight 120 ft.,passive Perception 14
  • Languages Understands the languages of its master but can't speak
  • Challenge 1/2

Undead Nature. The bat doesn't require air, food, drink, or sleep.

Echolocation. The bat can't use its blindsight while deafened.

Keen Hearing. The bat has advantage on Wisdom (Perception) checks that rely on hearing.

One with the Night. The bat has advantage on Dexterity (Stealth) checks made to hide in dim light or darkness.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) piercing damage, plus 3 (1d6) necrotic damage.

Stunning Screech (1/Day). The bat emits a horrific screech. Each creature within 20 feet of it that can hear it and that isn't a bat must succeed on a DC 13 Constitution saving throw or be stunned until the end of the bat's next turn.