SRD:Bat Swarm
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BAT SWARM
Size/Type: | 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., |
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.
SEE WIKIPEDIA ENTRY: Bat
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