Bat Swarm
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: Lightning Reflexes, Skill Focus (Perception)
Skills: Fly +12, Perception +15, Racial Modifiers +4 Perception 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
Description
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.
Source: Pathfinder Roleplaying Game Bestiary, p. 30
