This type of bat feed on the blood of others.
Bat, Vampire (CR 5)
NE Large Magical Beast (Avian)
Init +9; Senses Blindsense 60 ft., low-light vision; Perception +11
AC 19, touch 15; flat-footed 13 (+5 Dex, -1 size, +1 dodge, +4 natural)
hp 45 (7d10+28)
Fort +9, Ref +10, Will +5
Immune Blind status effect
Speed 20 ft., Fly 50 ft. (poor)
Melee Bite +11 (2d6+4), and Tail Lash +6 (1d6+2)
Space 10 ft.; Reach 5 ft. (10 ft. with tail)
Special Attacks Leech, Shriek
Str 18, Dex 20, Con 18, Int 2, Wis 16, Cha 6
Base Atk +7; CMB +11; CMD 26
Feats Dodge, Improved Initiative, Skill Focus (Stealth), Weapon Finesse
Skills Escape Artist +9, Fly +11, Perception +11, Stealth +11; Racial Modifiers Perception +4
Critical Attack (Ex)
Once every 1d3 rounds as a standard action, the vampire bat can inflict more pain than normal. If they succeed at hitting with their bite attack, the damage is 2d6+4 x 1.5 for total damage.
5/day, a vampire bat can leech the blood from a target within 30 feet. The target must make a Fortitude save (DC 16) or take 2d6 points of shadow damage and the vampire bat is healed for that much. Blue mages may learn this ability as a 2nd level spell (Knowledge: Arcana DC 19).
3/day, as a standard action, a vampire 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 17 Fortitude save or be stunned for 1d3 rounds. Other bats are immune to this effect. This is a sonic mind-affecting effect. The save DC is Constitution-based.
A vampire bat can emit a piercing shriek every 1d4 rounds. All creatures that can hear the vampire bat’s shriek (except other bats) within a 100-ft. radius must succeed on a DC 17 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 vampire bat’s shriek for 24 hours. The save DC is Constitution-based.