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Skin Bat

Small · Undead · CR 1/2 · Neutral Evil

Source. Tome of Beasts
Armor Class
13 (natural armor)
Hit Points and Hit Dice
14 (4d6)
Challenge Rating CR
1/2

Ability Scores

Core attributes and their modifiers.

STR
12
+1
DEX
16
+3
CON
10
+0
INT
2
-4
WIS
13
+1
CHA
6
-2

Overview

Category Monsters
Size Small
Type Undead
Alignment Neutral Evil
XP 100
Initiative Bonus +3

Movement

Walk 10 ft (3 m)
Fly 40 ft (12.2 m)
Swim 5 ft (1.5 m)
Climb 5 ft (1.5 m)
Crawl 5 ft (1.5 m)

Senses

Darkvision 60 ft (18.3 m)
Passive Perception 13

Skills

Perception +3

Resistances & Immunities

Damage Immunities
poison
Condition Immunities
poisoned

Environments

Arctic or Tundra Caves Coast Desert Forest or Jungle Grassland or Plains Hills Laboratory Lake Mountain Ocean Ruins Sewer Shadowfell The Abyss Astral Plane Elysium Ethereal Plane Feywild Hell Material Plane Plane of Air Plane of Earth Plane of Fire Plane of Water Swamp or Marsh Temple Badlands Tomb Underworld Urban

Traits

Summon Bat Swarm

The high-frequency cries of a skin bat attract nearby mundane bats. When a skin bat faces danger, 0-3 (1d4 - 1) swarms of bats arrive within 1d6 rounds. These swarms are not under the skin bat's command, but they tend to reflexively attack whatever the skin bat is fighting.

Actions

Bite

+5 to hit, reach 5 ft (1.5 m). Hit: 1d4 poison damage.

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage and the target must make a successful DC 10 Constitution saving throw or be paralyzed for 1d4 rounds. In addition, the skin bat attaches itself to the target. The skin bat can't bite a different creature while it's attached, and its bite attack automatically hits a creature the skin bat is attached to. Removing a skin bat requires a successful DC 11 Strength check and inflicts 5 (1d4 + 3) slashing damage to the creature the bat is being removed from. A successful save renders the target immune to skin bat poison for 24 hours.

About Skin Bat

Skin Bat is a small undead with a Challenge Rating of 1/2. It has a neutral evil alignment.

In combat, this creature maintains an Armor Class of 13 and possesses 14 hit points (derived from 4d6).

GM Tips: Using Skin Bat

1 tips available

When using Skin Bat in your D&D 5e campaign, consider these tactical approaches:

  • Flight Control Strategy: Target flying creatures with spells like 'Hold Person', 'Web', or 'Grease' to ground them. Without flight restriction, they can escape melee range easily. Consider area denial spells below their flight altitude to force them into disadvantageous positions.

Player Guide: Facing Skin Bat

1 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Counter Flight Advantage: This creature can fly! Use ranged attacks, reach weapons, or spells like 'Thunderwave' to push it away. Consider 'Gust of Wind' or 'Earthbind' to ground it. Melee characters need fly speed or flight magic to engage.

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 1.

Solo Encounter:

A single character of level 2 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 75 XP
  • Hard: 112 XP
  • Deadly: 150 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Skin Bat?
Skin Bat has a Challenge Rating of 1/2, making it appropriate for parties of level 0.5.
What type of creature is Skin Bat?
Skin Bat is a Small Undead, which affects how certain spells and abilities interact with it.

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