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Giant Bat

Large Beast, unaligned

CR 1/4

50 XP

AC: 13
HP: 22 (4d10)
Speed: walk 10 ft. , fly 60 ft.
Senses: blindsight 60 ft., passive Perception 11
Languages:
STR
15
+2
DEX
16
+3
CON
11
+0
INT
2
-4
WIS
12
+1
CHA
6
-2

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: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage.

Quick Reference

Challenge: CR 1/4
Type: Beast
Size: Large
Alignment: unaligned
Best for a party of 4 at level 1-2

Running This Encounter

Giant Bats are excellent for creating dynamic aerial encounters that force players to adapt their tactics. Use their high fly speed and echolocation to keep them mobile and hard to pin down. Swarms of 3-5 bats create chaotic combat where they dart in and out, attacking from unexpected angles. Their low AC makes them vulnerable but their mobility rewards players who prepare ranged options or spells.

Combat Tactics

Giant Bats rely on hit-and-run tactics, using their superior speed to attack from above or behind enemies before retreating to the ceiling. They prioritize isolated or low-AC targets and often coordinate with other bats to overwhelm a single opponent. They will flee if reduced to half health, making them cowardly but persistent threats.

Environment & Setting

Giant Bats thrive in caves, caverns, abandoned mines, and dungeons with high ceilings. They are nocturnal and prefer dark environments where their echolocation grants them advantage, making moonlit forests and ruined towers excellent secondary settings.