Bat
Nocturnal, flying mammals that roost in caves or ruins.
Echolocation: Unaffected by effects that impair, modify, or rely on sight. Blinded by magical silence.
Giant Bat
Carnivorous bats that may attack adventurers, if hungry. 1-in-20 groups of giant bats are vampiric (see Giant Vampire Bat **).
Armor Class
6 [13]
Hit Dice
2 (9hp)
Attacks
1 Γ bite (1d4)
THAC0
18 [+1]
Movement
30β (10β) / 180β (60β) flying
Saving Throws
D12 W13 P14 B15 S16 (1)
Morale
8
Alignment
Neutral
XP
20
Number Appearing
1d10 (1d10)
Treasure Type
None
Echolocation: See main entry.
Giant Vampire Bat
Armor Class
6 [13]
Hit Dice
2 (9hp)
Attacks
1 Γ bite (1d4 + unconsciousness)
THAC0
18 [+1]
Movement
30β (10β) / 180β (60β) flying
Saving Throws
D12 W13 P14 B15 S16 (1)
Morale
8
Alignment
Neutral
XP
20
Number Appearing
1d10 (1d10)
Treasure Type
None
Echolocation: See main entry.
Unconsciousness: For 1d10 rounds (save versus paralysis ).
Blood drain: A vampire bat may drain blood from an unconscious victim: 1d4 hit points automatic damage per round. A victim killed by blood drain becomes undead (possibly a vampire after 24 hours (save versus spells ).
Normal Bat
Armor Class
6 [13]
Hit Dice
1hp
Attacks
1 Γ swarm (confusion)
THAC0
20 [-1]
Movement
9β (3β) / 120β (40β) flying
Saving Throws
D14 W15 P16 B17 S18 (NH)
Morale
6
Alignment
Neutral
XP
5
Number Appearing
1d100 (1d100)
Treasure Type
None
Echolocation: See main entry.
Swarm: 10 bats can swarm around a targetβs head, causing confusion: -2 to attack rolls and saves; unable to cast spells.
Attacks: As normal human.
Flighty: Unless magically summoned or controlled, normal bats check morale every round.