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# Ghoul Bat
*Small* *Undead* *neutral evil*
- **Armor Class:** 13
- **Hit Points:** 14 (4d6)
- **Speed:** fly 30 ft. walk 5 ft.
- **Challenge Rating:** 1/4 (50 XP)
- **Source:** Tome of Beasts 2, page 391
| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 6 (-2) | 16 (+3) | 11 (+0) | 8 (-1) | 12 (+1) | 10 (+0) |
- **Skills:**
- **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.