Bat
Small, nocturnal flying mammal with natural sonar
Basic Fantasy Role-Playing Game
| Armor Class | 14 |
|---|---|
| Hit Dice | 1 Hit Point |
| Number Appearing | 1d100, Wild 1d100, Lair 1d100 |
| Attacks | 1 special |
| Damage | Confusion |
| Movement | 30' Fly 40' |
| Save As | Normal Man |
| Morale | 6 |
| XP | 10 |
| Treasure Type | None |
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.
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 Class | 6 [13] |
|---|---|
| Hit Dice | 2 (9hp) |
| Number Appearing | 1d10 (1d10) |
| Attacks | 1 × bite (1d4) |
| THAC0 | 18 [+1] |
| Movement | 30' (10') / 180' (60') flying |
| Saving Throws | D12 W13 P14 B15 S16 (1) |
| Morale | 8 |
| Alignment | Neutral |
| XP | 20 |
| Treasure Type | None |
Giant Vampire Bat
(1-in-20 groups of giant bats)
| Armor Class | 6 [13] |
|---|---|
| Hit Dice | 2 (9hp) |
| Number Appearing | 1d10 (1d10) |
| Attacks | 1 × bite (1d4 + unconsciousness) |
| THAC0 | 18 [+1] |
| Movement | 30' (10') / 180' (60') flying |
| Saving Throws | D12 W13 P14 B15 S16 (1) |
| Morale | 8 |
| Alignment | Neutral |
| XP | 20 |
| Treasure Type | None |
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 Class | 6 [13] |
|---|---|
| Hit Dice | 1hp |
| Number Appearing | 1d100 (1d100) |
| Attacks | 1 × swarm (confusion) |
| THAC0 | 20 [-1] |
| Movement | 9' (3') / 120' (40') flying |
| Saving Throws | D14 W15 P16 B17 S18 (NH) |
| Morale | 6 |
| Alignment | Neutral |
| XP | 5 |
| Treasure Type | None |
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.