This green looking bat has a poison bite.
As a summoned, template, creature, this creature has several changes. Anything noted with  is what it gains from the template associated with the summoners’ alignment. Divine is always listed first, and Unholy afterwards.
Bat, Poison (CR 2)
AC 15, touch 14; flat-footed 12 (+3 Dex, +1 dodge, +1 natural)
hp 16  (3d10)
Fort +3, Ref +5, Will +4
[Resist holy 5/shadow 5]
Speed 20 ft. [30 ft], Fly 40 ft. [50 ft] (good)
Melee Bite +5 (1d6 [+1d4 holy/shadow] plus poison)
Space 5 ft.; Reach 5 ft.
Special Attacks Blood Drain, Critical Attack, Screech
Str 11, Dex 16, Con 10, Int 2, Wis 16, Cha 5
Base Atk +3; CMB +3; CMD 16
Feats Dodge, Weapon Finesse
Skills Fly +15, Perception +8; Racial Modifiers Perception +4
Blood Drain (Su)
Once every 1d4+1 rounds, a poison bat can drain the blood from a target within 30 feet. The target must make a Fortitude save (DC 14) or take 1d8 points of shadow damage and the poison bat is healed for that much. Blue mages may learn this ability as a 1st level spell (Knowledge: Arcana DC 17).
Critical Attack (Ex)
Once every 1d4 rounds as a standard action, the poison bat can inflict more pain than normal. If they succeed at hitting with their bite attack, the damage is 1d6 x 1.5 for total damage.
Bite — injury; save Fort DC 10; frequency 1/round for 3 rounds; effect 1d3 non-elemental damage; cure 1 save. The save DC is Constitution-based.
Once per day as a standard action, a poison bat can produce an ear-splitting screech that stuns non-bats in a 20-foot-radius burst. All creatures within the area must make a DC 11 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.