Skin Bat

Small undead, neutral evil

Armor Class

13 (natural armor)

Hit Points

14 (4d6)

Speed

10 ft., fly 40 ft.

STR

12 (+1)

DEX

16 (+3)

CON

10 (+0)

INT

2 (-4)

WIS

13 (+1)

CHA

6 (-2)

Damage Immunities

poison

Condition Immunities

poisoned

Senses

darkvision 60 ft., passive Perception 13

Skills

Perception +3

Languages

--

Challenge

1/2 (100 XP)

Summon Bat Swarm. The high-frequency cries of a skin bat attract nearby mundane bats. When a skin bat faces danger, 0-3 (1d4-1) swarms of bats arrive within 1d6 rounds. These swarms are not under the skin bat’s command, but they tend to reflexively attack whatever the skin bat is fighting.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage and the target must make a successful DC 10 Constitution saving throw or be paralyzed for 1d4 rounds. In addition, the skin bat attaches itself to the target. The skin bat can’t bite a different creature while it’s attached, and its bite attack automatically hits a creature the skin bat is attached to. Removing a skin bat requires a successful DC 11 Strength check and inflicts 5 (1d4 + 3) slashing damage to the creature the bat is being removed from. A successful save renders the target immune to skin bat poison for 24 hours.

small
undead
cr1/2
tome-of-beasts