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Panicked Bat SwarmCreature 2

Source Pathfinder Bounty #18: From Family Lost
Perception +11 (echolocation (precise) 20 feet, low-light vision)
Languages none
Skills Acrobatics +8, Athletics +5, Stealth +8
Str +1, Dex +4, Con +1, Int -4, Wis +3, Cha -3

AC 16; Fort +7; Reflex +10; Will +7;
HP 25
Speed 5 feet (fly 30 feet)
Immunities precision, swarm mind
Weaknesses Area Damage 3, Splash Damage 3
Resistances Bludgeoning 6, Piercing 6, Slashing 3

Low-Light Vision

The monster can see in dim light as though it were bright light, so it ignores the Concealed condition due to dim light.

Echolocation (Precise) 20 feet

A bat swarm can use its hearing as a precise sense at the listed range.

Swarm Mind

This monster doesn't have a single mind (typically because it's a swarm of smaller creatures), and is immune to mental effects that target only a specific number of creatures. It is still subject to mental effects that affect all creatures in an area.

Panicked Flutter One Action

Each enemy in the bat swarm's space takes 1d6 piercing damage from a combination of bites and claw scratches (DC 17 basic reflex save). On a failure, the creature is also Dazzled for 1 round by the flurry of wings.

Although the typical vampire bat has a wingspan of 7 inches and doesn't pose a significant threat to larger prey alone (and indeed, these blood-drinkers can feed without their sleeping victims ever noticing), some unusually aggressive species of these bats hunt in deadly swarms. A churning cloud of vampire bats is much more dangerous than the sum of its individual parts and is capable of inflicting an overwhelming number of bleeding wounds in a frighteningly short span of time.

A wide range of bats dwell throughout the world. Most of these nocturnal animals are harmless insectivores, but deadly breeds of vampire bats and oversized bats the size of horses pose much more significant threats to adventurers.



Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.