Ghoul Bat
Small Undead, neutral evil
Armor Class 13
Hit Points 14 (4d6)
Speed fly +30, walk +5
Challenge 1/4
STR
6
-2
DEX
16
+3
CON
11
+0
INT
8
-1
WIS
12
+1
CHA
10
+0
Damage Immunities poison
Condition Immunities charmed, exhaustion, poisoned
Senses blindsight 60 ft., passive Perception 11
Languages —
Special Abilities
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.
Actions
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