# 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.