Bat, Vampiric

Family: Bat

Tiny undead, lawful evil

Armor Class 12
Hit Points 1 (1d4 – 1)
Speed 5 ft., fly 30 ft.

2 (-4) 15 (+2) 8 (-1) 2 (-4) 12 (+1) 4 (-3)

Senses blindsight 60 Ft., passive Perception 11
Challenge 0 (10 XP)


  • Echolocation. The bat can’t use its blindsight while deafened.
  • Keen Hearing. The bat has advantage on Wisdom (Perception) checks that rely on hearing.
  • Flyby. The bat doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.


  • Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.
  • Lifelink. The vampiric bat possesses this trait when acting as a familiar. If its companion delivers a touch spell that deals necrotic damage through the vampiric bat, the companion regains hit points equal to half the amount of necrotic damage dealt.


Staring into the glowing red eyes of a vampiric bat will reveal within them a malignance and intelligence far beyond that of any beast of nature.

Aside from those eyes, these large black bats seem made of shadow, save for the flash of glittering white fangs in the dark. Like the undead they originate from, vampiric bats lust for blood, are ravaged by sunlight, and cast neither reflection nor shadow.

Missing Piece. As vampires spend centuries in their cursed state, their gifts develop to new heights and depths. Powerful vampires are even able to divide their mind and form among several bodies at once, shattering themselves into a swarm of malefic vampire bats. When one of the bats that makes up an elder vampire’s being is forcibly separated from the rest, whether by mishap or violence, it wanders alone as a lesser creature, with only a small piece of its former intellect and personality.

Section 15: Copyright Notice

Zargoth’s Tome of Familiars, Copyright 2021, Arcana Games, LLC.

Section 15: Copyright Notice

Zargoth’s Tome of Familiars, Copyright 2021, Arcana Games, LLC.

This is not the complete section 15 entry - see the full license for this page