Bat
Many varieties are included in the category of ordinary bats. They will attack only if cornered and forced into combat. Bat sonar allows flight in total darkness. In certain large caverns there could be as many as 1,000 or more bats.
Many varieties are included in the category of ordinary bats. They will attack only if cornered and forced into combat. Bat sonar allows flight in total darkness. In certain large caverns there could be as many as 1,000 or more bats.
Neutral Small Animal (mammal) (typically a 6-inch wingspan)
Surprise 20%; Senses echolocation
Armor Class 4 (or AC 8 if not flying or in restricted flying conditions)
Hit Points 1 (HD ¼; 1d2)
Move 1", fly 24" (Class B)
Poison 16, Petrify 17, Wand 18, Breath 20, Spell 19
Special Defenses none
Weakness tiny (-1 to-hit and saves)
Magic Resistance standard
To Hit AC 1: 20
Melee bite (1)
Special Attacks swarm; Hits As normal
Base Morale 40%
Intelligence animal (1)
Languages none
Level I
Swarm. (minor) If startled, tiny common bats tend to become frightened and confused and will swarm around and fly into things, putting out torches, confusing spell casting, etc. (The DM will determine the exact effects based on the number of bats. Typically, a round or two taking 1d4 or at most 2d4 damage to all in the area as the bats relocate.)
Neutral Small Monster (animal, mammal) (5 to 6 ft. wingspan; 3 ft. long)
Surprise 20%; Senses echolocation
Armor Class 8
Hit Points 2 (HD 1-1; 1d4)
Move 3", fly 18" (Class C)
Poison 16, Petrify 17, Wand 18, Breath 20, Spell 19
Special Defenses maneuverability
Magic Resistance standard
To Hit AC 1: 20
Melee bite (1d2 plus disease)
Special Attacks disease; Hits As normal
Base Morale 50%
Intelligence animal (1)
Languages none
Level I
Maneuverability. Anyone with a Dexterity of less than 13 who fires a missile at a flying giant bat does so at -3 to-hit probability.
Disease. 1% of victims bitten by giant bats contract rabies.
Giant Bat. The creature must land—usually on its victim—to attack with its bite. Some 10% of giant bats enjoy 1 hit (full) die (1d8 hit points) and do 1d4 damage with a bite. These creatures dwell in dark caverns, usually underground. In flight, they emit a high-pitched whistling sound, a navigational device which compensates for their poor eyesight.
Neutral Man-sized Monster (12 to 16 ft. wingspan)
Surprise 20%; others 50%; Senses echolocation
Armor Class 2 (or AC 10 if not flying and AC 7 in restricted flying conditions)
Hit Points 22 (HD 5; 5d8)
Move 3", fly 15" (Class C)
Poison 11, Petrify 12, Wand 13, Breath 13, Spell 14
Special Defenses none
Magic Resistance standard
To Hit AC 0: 15
Melee bite (2d4)
Special Attacks screech; Hits As +1
Base Morale 70%
Intelligence low (7)
Languages none
Level III
Screech. (minor, 1 segment) Affects all in a 20-foot radius. All in the area must save vs. Poison or must spend 1d2 rounds clutching their ears in pain, effectively stunned (save for no effect).
The huge mobat is found only rarely, typically in warm climates where large caverns offer shelter and plentiful food. They are omnivorous but prefer warm-blooded prey which they attack with their fang-filled maws. These monsters have a dim, evil intelligence and a desire for shiny objects.
Levels Bat/Giant. I.; Mobat. III.
Frequency. Bat. Common; Giant. Uncommon; Mobat. Rare; In Lair nil
Number Appearing. Bat. 100-1,000; Giant. 3-18; Mobat. 1-8; (Level I. Bat. 2d10; Giant. 1d6;)
Environment. Underground (Mobat. warm climates only)
Treasure Type. Bat/Giant. nil; Mobat. C
Experience. Bat. XP 6 (or 5+1 per h.p.); Giant. XP 48 (or 44+1 per h.p.); Mobat. XP 395 (or 285+5 per h.p.)