Ghoul Bat
Small Undead, neutral evil (CR 1/4)Armor Class 13
Hit Points 14 (4d6)
Speed 5 ft., fly 30 ft.
6 (-2)
16 (+3)
11 (+0)
8 (-1)
12 (+1)
10 (+0)
Skills
Senses blindsight 60 ft., passive Perception 11
Languages —
Challenge Rating 1/4
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.
sizeSmall
typeUndead
group
alignmentneutral evil
strength_save
dexterity_save
constitution_save
intelligence_save
wisdom_save
charisma_save
perception
damage_vulnerabilities
damage_resistances
damage_immunitiespoison
condition_immunitiescharmed, exhaustion, poisoned
cr0.25
reactions
legendary_desc
legendary_actions
special_abilitiesname: Echolocation,desc: The ghoul bat can’t use its blindsight while deafened.,name: Keen Hearing,desc: 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.
spell_list
page_no391
document__license_urlhttp://open5e.com/legal
document__slugtob2
document__titleTome of Beasts 2
document__urlhttps://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/
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Tome of Beasts 2, page no. 391