Ghoul Bat
This bat has an emaciated, three-foot-long torso and a head that looks like skin stretched over bone. Its jaws are unnaturally distended, and its mouth is full of needle-like teeth. Ghoul bats are pop
- Armor class
- 13
- Hit points
- 14
- Challenge
- 0.25
- Creature type
- Undead
- Size
- Small
- Alignment
- neutral evil
This bat has an emaciated, three-foot-long torso and a head that looks like skin stretched over bone. Its jaws are unnaturally distended, and its mouth is full of needle-like teeth. Ghoul bats are popular messengers and pets amongst darakhul and can be found both in colonies and alone throughout the underworld.
Stat block
- Cha
- 10
- Con
- 11
- Dex
- 16
- Int
- 8
- Str
- 6
- Wis
- 12
- Speed
- Fly: 30; Walk: 5
- Senses
- blindsight 60 ft., passive Perception 11
- Skills
- Actions
- Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. If the target is a creature other than an undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed until the end of its next turn.
- Languages
- —
- Damage immunities
- poison
- Special abilities
- Echolocation. The ghoul bat can't use its blindsight while deafened.
- Keen Hearing. The ghoul bat has advantage on Wisdom (Perception) checks that rely on hearing. Undead Nature. Ghoul bats don't require air, food, drink, or sleep.
- Condition immunities
- charmed, exhaustion, poisoned
Source and licence
From Tome of Beasts 2.
Licence: Open Game Content (OGL 1.0a).