Bonebat (CR 2)
Alignment: Always neutral evil
Initiative: +1 (Dex); Senses: darkvision 120 ft., see invisibility, Listen +5, and Spot +5
AC: 13 (+1 Dex, +2 natural), touch 11, flat-footed 12
Hit Dice: 4d12 (26 hp); DR: 5/bludgeoning
Fort +1, Ref +2, Will +4
Speed: 10 ft., fly 50 ft. (average)
Space: 5 ft./5 ft.
Base Attack +2; Grapple +3
Attack: Bite +3 melee
Full Attack: Bite +3 melee
Damage: Bite 1d6+1 plus paralysis 1d4+1 rnds
Special Attacks/Actions: Paralysis
Abilities: Str 12, Dex 13, Con -, Int 6, Wis 10, Cha 14
Special Qualities: Weapon immunities, undead,
Feats: Alertness; Flyby Attack
Skills: Hide +5, Listen +5, Move Silently +5, and Spot +5
Climate/Terrain: Any land and underground
Organization: Flock (2-6)
Paralysis (Su): The bite of a bonebat paralyzes all living creatures (except elves) unless the victim succeed at a Fortitude save (DC 14). A paralyzed character is unable to move for 1d6+2 minutes.
Weapon Immunities (Ex): Because bonebats lack flesh or internal organs, they take half damage from piercing or slashing weapons.
See Invisibility (Su): Bonebats can see invisible creatures and objects within 60 feet.
Bonebats approach in eerie silence, never emitting cries, swooping to attack with their chilling bite.
Bonebats are undead bats that serve as messengers, guardians, and battle allies to evil clerics and wizards and to powerful undead (such as liches and vampires). They appear as skeletal giant bats with a 5-foot wingspan and dark, empty eye sockets.