Encounters: Goblin Marches - Hills (Night)
Bat (CR 1/1)
Alignment: Always neutral
Initiative: +2 (Dex); Senses: blindsense 20 ft., low-light vision, Listen +8*, and Spot +8*
AC: 16 (+4 size, +2 Dex), touch 16, flat-footed 14
Hit Dice: 1/4d8 (1 hp)
Fort +2, Ref +4, Will +2
Speed: 5 ft., fly 40 ft. (good)
Space: 1 ft./0 ft.
Base Attack -; Grapple -
Special Attacks: -
Abilities: Str 1, Dex 15, Con 10, Int 2, Wis 14, Cha 4
Skills: Hide +14, Listen +8*, Move Silently +6, and Spot +8*
Climate/Terrain: Temperate desert
Organization: Colony (10-40) or swarm (10-50)
Source: Monster Manual
Blindsight (Ex): Bats can "see" by emitting high-frequency sounds, inaudible to most other creatures, that allow them to locate objects and creatures within 120 feet. A silence spell negates this and forces the bat to rely on its weak vision, which has a maximum range of 10 feet.
Skills: Bats receive a +4 racial bonus to Spot and Listen checks. These bonuses are lost if Blindsight is negated.