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Bat

Small, nocturnal flying mammal with natural sonar

animal flying nocturnal

Basic Fantasy Role-Playing Game

BFRPG

Armor Class14
Hit Dice1 Hit Point
Number Appearing1d100, Wild 1d100, Lair 1d100
Attacks1 special
DamageConfusion
Movement30' Fly 40'
Save AsNormal Man
Morale6
XP10
Treasure TypeNone

Bats are nocturnal flying mammals. The statistics presented here describe small, insectivorous bats. They have a natural sonar that allows them to operate in total darkness; for game purposes, treat this ability as Darkvision.

A group of normal-sized bats has no effective attack (at least in terms of doing damage) but can confuse those in the area, flying around apparently randomly. For every ten bats in the area, one creature can be confused; such a creature will suffer a penalty of -2 on all attack and saving throw rolls while the bats remain in the area.

Special Abilities

Darkvision: Natural sonar allows them to operate in total darkness.
Confusion: For every ten bats in the area, one creature can be confused; such a creature will suffer a penalty of -2 on all attack and saving throw rolls while the bats remain in the area.
Copyright 2006-2023 Chris Gonnerman. Creative Commons Attribution-ShareAlike 4.0 International (CC BY-SA 4.0). License

Other Sources

Old-School Essentials Classic Fantasy
Nocturnal, flying mammals that roost in caves or ruins.

Special Abilities

Echolocation: Unaffected by effects that impair, modify, or rely on sight. Blinded by magical silence.

Variants

Giant Bat (carnivorous variant)

Carnivorous bats that may attack adventurers, if hungry. 1-in-20 groups of giant bats are vampiric (see Giant Vampire Bat).

Armor Class6 [13]
Hit Dice2 (9hp)
Number Appearing1d10 (1d10)
Attacks1 × bite (1d4)
THAC018 [+1]
Movement30' (10') / 180' (60') flying
Saving ThrowsD12 W13 P14 B15 S16 (1)
Morale8
AlignmentNeutral
XP20
Treasure TypeNone
Giant Vampire Bat (1-in-20 groups of giant bats)
Armor Class6 [13]
Hit Dice2 (9hp)
Number Appearing1d10 (1d10)
Attacks1 × bite (1d4 + unconsciousness)
THAC018 [+1]
Movement30' (10') / 180' (60') flying
Saving ThrowsD12 W13 P14 B15 S16 (1)
Morale8
AlignmentNeutral
XP20
Treasure TypeNone
Unconsciousness: For 1d10 rounds (save versus paralysis).
Blood drain: A vampire bat may drain blood from an unconscious victim: 1d4 hit points automatic damage per round. A victim killed by blood drain becomes undead (possibly a vampire) after 24 hours (save versus spells).
Normal Bat (common variant)
Armor Class6 [13]
Hit Dice1hp
Number Appearing1d100 (1d100)
Attacks1 × swarm (confusion)
THAC020 [-1]
Movement9' (3') / 120' (40') flying
Saving ThrowsD14 W15 P16 B17 S18 (NH)
Morale6
AlignmentNeutral
XP5
Treasure TypeNone
Swarm: 10 bats can swarm around a target’s head, causing confusion: -2 to attack rolls and saves; unable to cast spells.
Attacks: As normal human.
Flighty: Unless magically summoned or controlled, normal bats check morale every round.