Bat Swarm
Hundreds of high-pitched squeaks fill the air as a mass of small, carnivorous bats surges forth, all of them hungry for blood.
Bat Swarm CR 2
XP 600
Init +2; Senses blindsense 20 ft., low-light vision; Spot +15
Defense
AC 16, touch 16, flat-footed 14 (+2 Dex, +4 size)
hp 13 (3d8)
Fort +3, Ref +7, Will +3
Defensive Abilities swarm traits; Immune weapon damage
Offense
Speed 5 ft., fly 40 ft. (good)
Melee swarm (1d6)
Space 10 ft.; Reach 0 ft.
Special Attacks distraction (DC 11), wounding
Statistics
Str 3, Dex 15, Con 11, Int 2, Wis 14, Cha 4
Base Atk +2; CMB —; CMD —
Feats Defiance (+2 Reflex Saves), Enlightened (+3 Spot)
Skills Fly +12, Spot +15; Racial Modifiers +4 Spot when using blindsense
SQ swarm traits
Ecology
Environment any temperate or tropical
Organization solitary, pair, flight (3–6 swarms), or colony (11–20 swarms)
Treasure none
Special Features
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.
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.
