b'Ghoul Bat \n'b'  Small   undead ,  neutral evil  \n'b'  Armor Class  13  Hit Points  14 (4d6)  Speed  5 ft., fly 30 ft.\n'b' STATS STR: 6 (-2) DEX:  16 (+3)  CON:  11 (+0)  INT:  8 (-1)  WIS:  12 (+1)  CHA:  10 (+0)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Damage Immunities  poison  Condition Immunities   charmed ,  exhaustion ,  poisoned   Senses  blindsight 60 ft., passive  Perception  11  Languages  \xe2\x80\x93  Challenge  1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Echolocation . The  ghoul   bat  can\xe2\x80\x99t use its blindsight while  deafened . \n'b'  Keen Hearing . The  ghoul   bat  has advantage on  Wisdom  ( Perception ) checks that rely on hearing. \n'b'  Undead Nature .  Ghoul  bats don\xe2\x80\x99t require air, food, drink, or  sleep . \n'b'\n'b' ACTIONS \n'b'\n'b'  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. \n'b'\n'b' ABOUT \n'b' This bat has an emaciated, three-foot-long torso and a head that looks like skin stretched over bone. Its jaws are unnaturally distended, and its mouth is full of needle-like teeth.'