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Bat

Tiny Beast, unaligned

CR 0

10 XP

AC: 12
HP: 1 (1d4-1)
Speed: walk 5 ft. , fly 30 ft.
Senses: blindsight 60 ft., passive Perception 11
Languages:
STR
2
-4
DEX
15
+2
CON
8
-1
INT
2
-4
WIS
12
+1
CHA
4
-3

Special Abilities

Echolocation

The bat can't use its blindsight while deafened.

Keen Hearing

The bat has advantage on Wisdom (Perception) checks that rely on hearing.

Actions

Bite

Melee Weapon Attack: +0 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.

Quick Reference

Challenge: CR 0
Type: Beast
Size: Tiny
Alignment: unaligned
Best for a party of 4 at level 1-2 (only as swarms or environmental obstacles, never as primary threats)

Running This Encounter

Bats are best used in swarms or as environmental flavor rather than serious threats. A single bat poses virtually no danger, but 5+ bats can harass and distract a party, forcing them to use actions swatting at nuisances. Use bats to create atmosphere in caves, ruins, or forests—they can obscure vision, trigger alarm systems, or simply annoy players while they focus on more dangerous enemies.

Combat Tactics

Bats use hit-and-run tactics, swooping down with their bite before retreating to the air where melee characters can't easily reach them. They prioritize staying airborne and out of reach, rarely committing to sustained combat. If a bat takes damage, it will attempt to flee rather than fight to the death.

Environment & Setting

Bats thrive in dark caves, abandoned buildings, dense forests, and underground caverns. They're most effective in enclosed spaces where their flight gives them tactical advantage and where swarms can make navigation difficult.