Bat CR 1/10
Always N Diminutive AnimalInit ; Senses blindsense 20 ft., low-light vision; Listen +8*, Spot +8*
Languages —
AC 16 (+4 size, +2 Dex), touch 16, flat-footed 14
hp 1/4 d8 (1 hp)
Fort Ref Will
Speed 5 ft. (1 square), fly 40 ft. (good)
Space/Reach 1 ft./0 ft.
Base Atk +0; Grp −17
Melee —
SQ Blindsense 20 ft., low-light vision
Abilities Str 1, Dex 15, Con 10, Int 2, Wis 14, Cha 4
Feats Alertness
Skills Hide +14, Listen +8*, Move Silently +6, Spot +8*
Advancement —
Environment Temperate deserts
Organization Colony (10–40) or crowd (10–50)
Treasure None
Familiar list: Standard familiar
Master bonus (within 1 mile): +3 bonus on Listen checks
Blindsense (Ex): A bat notices and locates creatures within 20 feet. Opponents still have total concealment against a creature with blindsense.
Skills: *A bat has a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsense is negated.
Familiar note: A familiar is a normal animal that becomes a magical beast when bound (type changes for effects). Use master’s level for HD effects when higher; familiar has ½ master’s hp; use master’s BAB for attacks; better of familiar or master base saves. See the familiar ability table (Alertness, improved evasion, share spells, empathic link, etc.). Improved familiars of non-animal type do not change type and do not gain speak with animals of their kind.
Bats are nocturnal flying mammals. These statistics describe small, insectivorous bats.
Open Game Content · Monster entry · Familiars · Improved Familiar.