Encounters: Cormanthor - The Rimwood

Swarm, Bat (CR 2)

Diminutive Animal (Swarm)
Alignment: Always neutral
Initiative: +2 (Dex); Senses: blindsense 20 ft., low-light vision, Listen +11, and Spot +11


AC: 16 (+4 size, +2 Dex), touch 14, flat-footed 12
Hit Dice: 3d8 (13 hp)
Fort +3, Ref +7, Will +3


Speed: 5 ft., fly 40 ft. (good)
Space: 10 ft./0 ft.
Base Attack +2; Grapple -
Attack: Swarm
Full Attack: Swarm
Damage: Swarm 1d6
Special Attacks: Distraction, wounding


Abilities: Str 3, Dex 15, Con 10, Int 2, Wis 14, Cha 4
Special Qualities:
Feats: Alertness; Lightning Reflexes
Skills: Listen +11 and Spot +11
Advancement: -


Climate/Terrain: Temperate desert
Organization: Solitary, flight (2-4 swarms), or colony (11-20 swarms)
Treasure: None


Source: Monster Manual

Distraction (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.

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.

Blindsense (Ex): A bat swarm notices and locates creatures within 20 feet. Opponents still have total concealment against the bat swarm (but swarm attacks ignore concealment).

Skills: A bat swarm has a +4 racial bonus on Listen and Spot checks. These bonuses are lost if its blindsense is negated.

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.

Faerûnian Random Encounters by Region and Locale