|Size/Type:||Diminutive Animal (Swarm)|
|Hit Dice:||3d8 (13 hp)|
|Speed:||5 ft. (1 square), fly 40 ft. (good)|
|Armor Class:||16 (+4 size, +2 Dex), touch 14, flat-footed 12|
|Full Attack:||Swarm (1d6)|
|Space/Reach:||10 ft./0 ft.|
|Special Attacks:||Distraction, wounding|
|Special Qualities:||Blindsense 20 ft., immune to weapon damage, low-light vision, swarm traits|
|Saves:||Fort +3, Ref +7, Will +3|
|Abilities:||Str 3, Dex 15, Con 10, Int 2, Wis 14, Cha 4|
|Skills:||Listen +11, Spot +11|
|Feats:||Alertness, Lightning Reflexes|
|Organization:||Solitary, flight (2-4 swarms), or colony (11-20 swarms)|
A bat swarm is nocturnal, and is never found aboveground in daylight.
A bat swarm seeks to surround and attack any warm-blooded prey it encounters. The swarm deals 1d6 points of damage to any creature whose space it occupies at the end of its move.
Any living creature that begins its turn with a swarm in its space must succeed on a DC 11 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.
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.
A bat swarm notices and locates creatures within 20 feet. Opponents still have total concealment against the bat swarm (but swarm attacks ignore concealment).