Vampire Bat

Small beast, unaligned

Armor Class 12
Hit Points 22 (4d6 + 8)
Speed 10 ft., fly 40 ft.

10 (+0) 15 (+2) 14 (+2) 2 (-4) 12 (+1) 6 (-2)

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

Special Traits

  • Echolocation. The vampire bat can’t use its blindsight while deafened.
  • Keen Hearing. The vampire bat has advantage on Wisdom (Perception) checks that rely on hearing.


  • Blood Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (2d4) necrotic damage, and the vampire bat attaches to the target. While attached, the vampire bat doesn’t attack. Instead, at the start of each of the vampire bat’s turns, the target loses 5 (2d4) hit points due to blood loss. The vampire bat regains hit points equal to the hit points the target loses. The vampire bat can detach itself by spending 5 feet of its movement. It does so after it drains 15 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the vampire bat by succeeding on a DC 12 Strength check.
Section 15: Copyright Notice

Tegel Manor © 2019, Frog God Games, LLC; Authors: Bill Webb & Thom Wilson with additional material by Gabor Lux