Bat, Dusk

Small beast, unaligned

Armor Class 12
Hit Points 13 (3d6 + 3)
Speed 10 ft., flying 40 ft.

10 (+0) 15 (+2) 12 (+1) 2 (-4) 12 (+1) 6 (-2)

Saving Throws Dexterity +4
Skills Stealth +6
Senses blindsight 60 ft., passive Perception 11
Challenge 1/4 (50 XP)


  • Echolocation. The dusk bat can’t use its blindsight while deafened.
  • Keen Hearing. The dusk bat has advantage on Wisdom (Perception) checks that rely on hearing.
  • Swift Flight. The dusk bat may move out of threatened squares without provoking opportunity attacks.


  • Fatiguing Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (2d4) damage and the dusk bat stealthily attaches to the target. A Wisdom (Perception) check DC 16 is needed to notice the creature’s bite. At the start of each of the dusk bat’s turns, the target loses 5 (2d4) hit points due to blood loss, and the victim must also make a DC 10 Constitution save or lose a hit die. The dusk bat can detach itself by spending 5 feet of its movement. It does so after it drains three hit dice from the target or the target dies. A creature, including the target, can use its action to detach the dusk bat by succeeding on a DC 10 Strength check.


Initial Round-The dusk bat uses stealth to approach sleeping victims and prey upon them. Characters might be allowed a Perception check at disadvantage.

Subsequent Round(s)-The dusk bat attempts to drain a hit die from its victim, repeating this process each round.

Defensive Round-The dusk bat detaches and stealthily flies off.

Victorious Round-The dusk bat utters hypersonic squeaks beyond the hearing of its prey to attract more dusk bats to the feast.


Dusk bats are nocturnal predators known to harass travelers on the deserted byways between civilized settlements. They flit from their wooded bowers or sandstone caves in search of prey to target with their soporific, blood-draining bite. They continue the attack until their diminished prey collapses and can be consumed.

Dusk bats appear similar to their mundane kin in most ways, but they have a special ability to attack in absolute silence from unexpected quarters and to disappear without being engaged. This makes them very difficult to defend against.

d4 Duskbat Treasure*
1 Worn wallet with 28 sp.
2 A full bottle of rare whiskey (25gp)
3 A gold locket with a strange rune inside.
4 A platinum bracelet with three charms attached.

*This treasure can be found at the site of past attacks.

Section 15: Copyright Notice

Book of Monstrous Might (C) 2021 Total Party Kill Games. Author(s): Brian Berg, Mark A. Hart & Danny Grimes.

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