Vamipire Monkey Bats

Although these monkees have a murderous taste for human blood, they do not exhipbit the other properties associated with vampirism. It is only their propensity for drinking the blood of their prey that gives them the name.

BAT

Hit Dice: 4 d8+1 (18 hp)
Initiative: +2

Speed:
30 ft. (6 squares), climb 30 ft., fly 40 ft. (good)
Armor Class: 16 (+4 size, +2 Dex), touch 16, flat-footed 14

Base Attack/Grapple: +0/–12

Attack
Bite +4 melee (1d3–4)
Full Attack:
Bite +4 melee (1d3–4)
Space/Reach:
2-1/2 ft./0 ft.
Special Attacks: —

Special Qualities: Blindsense 20 ft., low-light vision

Saves: Fort +2, Ref +4, Will +2

Abilities:
Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 5
Skills: Hide +14, Listen +8*, Move Silently +6, Spot +8*

Feats: Alertness
, Mobility
Environment: Temperate deserts

Organization: Colony (10–40) or crowd (10–50)

Challenge Rating: 2

Combat
Blindsense (Ex): A bat notices and locates creatures within 20 feet. Opponents still have 100% concealment against a creature with blindsense.
Skills: *A bat has a +4 racial bonus on Spot and Listen checks. Alertness, Combat Reflexes, Dodge, Improved Initiative, Mobility
These bonuses are lost if its blindsense is negated. +4 dodge bonus to Armor Class against attacks of opportunity.