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|This material is published under the OGL 1.0a.|
|Size/Type:||Diminutive Animal (Swarm)|
|Hit Dice:||3d8 (13 hp)|
|Speed:||5 ft. (1 square), fly 40 ft. (good)|
|Armor Class:||16 (+4 size, +2 Dex), touch 14, flat-footed 12|
|Full Attack:||Swarm (1d6)|
|Space/Reach:||10 ft./0 ft.|
|Special Attacks:||Distraction, wounding|
|Special Qualities:||Blindsense 20 ft., |
|Saves:||Fort +3, Ref +7, Will +3|
|Abilities:||Str 3, Dex 15, Con 10, Int 2, Wis 14, Cha 4|
|Skills:||Listen +11, Spot +11|
|Feats:||Alertness, Lightning Reflexes|
|Organization:||Solitary, flight (2–4 swarms), or colony (11–20 swarms)|
A bat swarm is nocturnal, and is never found aboveground in daylight.
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.
Wounding (Ex): Any 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.
SEE WIKIPEDIA ENTRY: Bat