Zombie Giant Bat

Level 2
Creature· mindlessUncommonLargeRemaster
AC
15
HP
70
Speed
20 ft.
Perception
+5
Fort
+9
Ref
+4
Will
+6
Immunities bleed, death-effects, disease, mental, paralyzed, poison, unconscious
Weaknesses slashing 10, vitality 10
Senses darkvision
Skills athletics +8, acrobatics +4
Other Speeds fly 20 ft.
Recall Knowledge DC 18 (religion)

Attacks

Melee Fangs +10, Damage 1d6+4 piercing
Melee Rotting Wing +10 (agile), Damage 1d4+4 slashing

Abilities

Slowinteraction

A zombie is permanently Slowed 1 and can't use reactions.

Clumsy Flier

While a zombie giant bat can fly, its wings are barely able to keep it aloft. If it's airborne when it takes a critical hit or any amount of slashing damage, it falls and it can't Fly on its next turn.

Void Healing
Rotting Aura

10 feet. The zombie giant bat emits an aura of rot and disease that cause wounds to fester. Any living creature that starts its turn within the aura and isn't at full Hit Points takes 1d6 void damage.

While big bats are certainly not uncommon in dark caves and abandoned ruins and may instill fear in squeamish spelunkers, the so-called giant bat is a true monster, weighing well over 100 pounds and having a wingspan of nearly 15 feet. It primarily eats fruit and bugs, but can be incited to violence through fear or hunger. Giant bat attacks can quickly give rise to rumors of more dangerous monsters—many mistake these massive animals for some sort of demon or vampiric monster. But like other bats, giant bats are simply social and intelligent mammals. They are sometimes used as mounts by smaller humanoids, commonly those who hail from or dwell in mountainous or underground regions.


A wide range of bats dwell throughout the world. Most of these nocturnal animals are harmless insectivores, but deadly breeds of vampire bats and oversized bats the size of horses pose much more significant threats to adventurers.