as a whirring mass of quick, darting shadows and hundreds of high-pitched squeaks,
these are carnivorous and nocturnal bats, thirsting for the blood of any creature
they encounter. A
bat swarm is nocturnal, and is never found aboveground in daylight.
Source(s) 3.5E Monster Manual I
|Speed|| 5 ft.
(1 square), Fly 40 ft. (good)
size, +2 Dexterity), touch 14, flat-footed 12
20 ft., half damage from slashing and piercing, Low-Light
+3, Ref +7, Will +3
3, Dexterity 15, Constitution 10, Intelligence 2, Wisdom 14, Charisma 4
+11, Spot +11
flight (2-4 swarms), or colony (11-20 swarms)
A bat swarm
seeks to surround and attack any warm-blooded prey it encounters. The swarm
deals 1d6 points of damage to any creature whose space it occupies at the end
of its move.
(Ex) Any living creature that begins its turn with a swarm in its
space must succeed on a DC 11 Fortitude save or be nauseated for 1 round. The
save DC is Constitution-based.
living creature damaged by a bat swarm continues to bleed, losing 1 hit point
per round thereafter. Multiple wounds do not result in cumulative bleeding loss.
The bleeding can be stopped by a DC 10 Heal check or the application of a cure
spell or some other healing magic.
(Ex) A bat swarm notices and locates creatures within 20 feet. Opponents
still have total concealment against the bat swarm (but swarm attacks ignore
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