Bat SwarmCR 2

Always N Diminutive Animal (Swarm)

Init +2; Senses blindsense 20 ft., low-light vision; Listen +11, Spot +11


AC 16, touch 14, flat-footed 12
(+4 size, +2 Dex)

hp 13 (3 HD)

Immune immune to weapon damage

Fort +3, Ref +7, Will +3

Speed 5 ft., fly 40 ft. (good)

Space 10 ft.; Reach 0 ft.

Base Atk +2; Grp

Atk Options wounding

Abilities Str 3, Dex 15, Con 10, Int 2, Wis 14, Cha 4

SQ swarm traits

Feats Alertness, Lightning Reflexes

Skills Listen +11, Spot +11

Advancement None

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).

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.

Skills A bat swarm has a +4 racial bonus on Listen and Spot checks. These bonuses are lost if its blindsense is negated.