This red looking bat with glowing yellow eyes has blood dripping off of it and seeking more.
Bat, Blood (CR 4)
NE Large Magical Beast (Avian)
Init +4; Senses Blindsense 60 ft., low-light vision; Perception +10
AC 17, touch 14; flat-footed 12 (+4 Dex, -1 size, +1 dodge, +3 natural)
hp 45 (5d10+15)
Fort +7, Ref +8, Will +4
Immune Blind status effect
Speed 20 ft., Fly 50 ft. (good)
Melee Bite +8 (2d6+3), and Tail Lash +3 (1d6+1)
Space 10 ft.; Reach 5 ft. (10 ft. with tail)
Special Attacks Critical Attack, Leech, Screech, Shriek
Str 17, Dex 19, Con 17, Int 2, Wis 16, Cha 6
Base Atk +5; CMB +9; CMD 23
Feats Dodge, Skill Focus (Stealth), Weapon Finesse
Skills Escape Artist +7, Fly +15, Perception +10, Stealth +10; Racial Modifiers Perception +4
Critical Attack (Ex)
Once every 1d4 rounds as a standard action, the blood bat can inflict more pain than normal. If they succeed at hitting with their bite attack, the damage is 2d6+3 x 1.5 for total damage.
3/day, a blood bat can leech the blood from a target within 30 feet. The target must make a Fortitude save (DC 15) or take 2d6 points of shadow damage and the blood bat is healed for that much. Blue mages may learn this ability as a 2nd level spell (Knowledge: Arcana DC 19).
2/day, as a standard action, a blood bat can produce an ear-splitting screech that stuns non-bats in a 20-foot-radius burst, every 1d4 rounds. All creatures within the area must make a DC 15 Fortitude save or be staggered for 1d3 rounds. Other bats are immune to this effect. This is a sonic mind-affecting effect. The save DC is Constitution-based.
A blood bat can emit a piercing shriek every 1d4 rounds. All creatures that can hear the blood bat’s shriek (except other bats) within a 100-ft. radius must succeed on a DC 15 Will save or become shaken for 1d4+1 rounds. Successive shrieks do not stack with each other but do extend the duration of the effect. A creature that successfully saves is immune to the same blood bat’s shriek for 24 hours. The save DC is Constitution-based.