Small Undead, neutral evil
Armor Class 13
Hit Points 14 (4d6)
Speed fly +30, walk +5
Challenge 1/4
Damage Immunities poison
Condition Immunities charmed, exhaustion, poisoned
Senses blindsight 60 ft., passive Perception 11
Languages —
Echolocation. The ghoul bat can't use its blindsight while deafened.
Keen Hearing. The ghoul bat has advantage on Wisdom (Perception) checks that rely on hearing. Undead Nature. Ghoul bats don't require air, food, drink, or sleep.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. If the target is a creature other than an undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed until the end of its next turn.
Source: Tome of Beasts 2 · OGL/Open