Free interactive D&D 5e SRD stat block

Swarm of Bats

Large Swarm of Tiny Beasts, CR 1/4, AC 12, 11 HP. Unaligned.

A swarm of bats bursting from a cave mouth under moonlight.
Download original PNG

Large Swarm of Tiny Beasts, Unaligned

AC
12
Initiative
+2 (12)
HP
11 (2d10)
Speed
5 ft., Fly 30 ft.
ScoreModSave
STR 5 -3 -3
DEX 15 +2 +2
CON 10 +0 +0
INT 2 -4 -4
WIS 12 +1 +1
CHA 4 -3 -3
Resistances
Bludgeoning, Piercing, Slashing
Immunities
Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
Senses
Blindsight 60 ft.; Passive Perception 11
Languages
None
CR
1/4 (XP 50; PB +2)

Traits

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny bat. The swarm can't regain Hit Points or gain Temporary Hit Points.

Actions

Bites. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (2d4) Piercing damage, or 2 (1d4) Piercing damage if the swarm is Bloodied.

How to run Swarm of Bats

A swarm of bats is atmosphere with hit points. The stat block gives you 11 HP, AC 12, fly 30 ft., Blindsight 60 ft., and resistances to bludgeoning, piercing, and slashing damage. Immunities to charmed, frightened, grappled, paralyzed, petrified, prone, restrained, and stunned. The Bites action deals 2d4 piercing damage, or 1d4 if the swarm is bloodied. The encounter is not a fight in the conventional sense. It is a flying obscurement cloud and a flavor cue that something worse is about to be flushed out.

Run the swarm as a hazard layered over another encounter. Initiative rolls, the swarm fills a 10-foot space around the front-line PC, and now everyone in the cloud has heavy obscurement: attacks have disadvantage, and ranged attackers cannot pick targets. The swarm itself sees fine via Blindsight 60. The vampire spawn the swarm was guarding closes through cover the party cannot see through. The cultist walks to the cleric. That is the encounter.

If the party fights the swarm directly, AC 12 and 11 HP go down to almost any area of effect spell: Burning Hands, Thunderwave, or Shatter ends it in one cast. The party that swings martial weapons does half damage from resistances and wastes turns. Let them learn it once.

At half HP, the Swarm trait means the swarm does not panic but begins to disperse. Bats peel off each round, the cloud thins, and the obscurement effect dies before the swarm does. Describe the cloud breaking apart rather than the bats dying. The party gets line of sight back at exactly the moment the larger threat is on top of them.

Stage the swarm as the bats coming out of the cave roof when the torches go up. The flap of wings is the encounter. The HP is paperwork.

Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.

How to use this page

  • Click any number in the stat block, attacks (+12), damage (2d6+7), save DC (DC 20), ability mods, saves, or skills, to roll dice instantly.
  • Shift + click for advantage. Ctrl/⌘ + click for disadvantage.
  • Click a spell name for a quick reference card.
  • Add your party's AC on the left to see who got hit on each attack.
  • HP and party persist in your browser, share a state with the URL bar.

Run real sessions, not just stat blocks

LorePanic searches every rulebook in milliseconds, transcribes Discord games, and lets an AI agent take notes while you narrate. Free trial, no credit card.

Try LorePanic free →