Init: +2. Senses: blindsense 20 ft., low-light vision; Perception +15. Ac: 16, touch 16, flat-footed 14 (+2 Dex, +4 size).
Hp: 13 (3d8).
Fortitude: +3. Reflex: +7. Will: +3. Defensive Abilities: swarm traits. Immune: weapon damage.
Speed: 5 ft., fly 40 ft. (good). Melee: swarm (1d6). Space: 10 ft.. Reach: 0 ft.. Special Attacks: distraction (DC 11), wounding. Strength: 3. Dexterity: 15. Constitution: 11. Intelligence: 2. Wisdom: 14. Charisma: 4.
Base Attack: +2. Cmb: -. Cmd: &mdash.
Feats: Lightning Reflexes, Skill Focus (Perception).
Skills: Fly +12, Perception +15. Racial Modifiers: +4 Perception when using blindsense. Special Qualities: swarm traits.
Environment: any temperate or tropical. Organization: solitary, pair, flight (3-6 swarms), or colony (11-20 swarms). Treasure: none.
Description: Hundreds of high-pitched squeaks fill the air as a mass of small, carnivorous bats surges forth, all of them hungry for blood.
Special Abilities
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.Bat swarms dwell in large caves, ruins, or even city sewers—anywhere they can find darkness to hide in during the day and a supply of food to feast upon at night. They are only encountered outside in a group at dawn or dusk, or when they have been startled and forced to flee their lairs.