Fuzzy Bat

Tiny beast, unaligned

Armor Class 13
Hit Points 1 (1d4 – 1)
Speed 5 ft., fly 30 ft.

2 (-4) 16 (+3) 8 (-1) 3 (-4) 12 (+1) 4 (-3)

Senses blindsight 90 ft, passive Perception 11
Challenge 0 (10 XP)
Proficiency Bonus +2


  • Echolocation. The bat can’t use its blindsight while deafened.
  • Flyby. The bat doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.
  • Keen Hearing. The bat has advantage on Wisdom (Perception) checks that rely on hearing.
  • Sunlight Sensitivity. While in sunlight, the bat has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.


  • Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage.


Fluffy and surprisingly docile, fuzzy bats represent a unique bat species that underwent the same process that transformed sun elves into dark elves during their descent into the Sunken World. The magic that changed the fugitive elves that sought refuge underground affected the creatures around them, granting them new powers.

These fuzzy flying critters possess exceptional echolocation and can navigate lightless caverns with almost unparalleled efficiency. However, this transformation left them sensitive to sunlight, much like the dark elves they followed.

Familiar. At the gamemaster’s discretion, a player character who can cast find familiar may choose the form of a fuzzy bat for their familiar.

Awakened Fuzzy Bats. Fuzzy bats are eligible targets for the awaken spell. Awakened fuzzy bats usually strive to live in harmony with the other creatures of the Sunken World.

Some of them might study magic or art alongside dark elves, and a few might seek to become spies for shady organizations.

Section 15: Copyright Notice

Cure Creatures Compendium © 2022 Catilus RPG Author: Christina Kritikou / Catilus

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