“Batling: The Nocturnal Fey Flitters of Moonlit Mischief”
Born from fey magic and moonlit mischief, Batlings are tiny, furred wingfolk—half bat, half pixie—who flit through the night skies in secret colonies, guarding beauty and laughter within the world’s darkest places.

Magical crossbreeds of pixies and bats, Batlings are nocturnal fey who dwell in hidden caves and forest grottoes, living in tight-knit colonies that cherish song, flight, and moonlight. Mistaken for imps or demons due to their eerie appearance, these gentle, furred wingfolk are in truth playful and kind—fluttering through the night to feast on insects, craft potent wines, and protect the beauty of the dark. Created by a mad warlock’s experiment gone right, Batlings embody both the curiosity of pixies and the quiet grace of bats, serving as living proof that not all things born in shadow are evil.
Appearance
Batlings are magical crossbreeds of pixies and bats, standing between 1 and 2 feet tall. Their bodies resemble small pixies draped in a fine layer of soft fur that ranges from pale chestnut to deep black. Large, leathery wings stretch from their shoulders, and their clawed feet allow them to hang upside down with ease.
Their faces are fey yet subtly bestial—small upturned noses, slightly elongated ears, and sharp white teeth lend them an air both charming and eerie. Bright, curious eyes glimmer beneath broad brows, and their voices are high, musical, and lilting. Younger Batlings go unclothed, while adults often wear simple garments modeled after pixie attire—lighter, plainer, and made for practicality over display.
Behaviour
Batlings are gregarious and affectionate, thriving in large, extended families that share meals, songs, and stories. Their days are spent sleeping in hanging clusters, wings wrapped like cloaks, while their nights are alive with laughter and song beneath the moon. They are gentle by nature and rarely quarrel, preferring to resolve conflict through games or contests of wit. Though cautious of outsiders, Batlings welcome fellow fey—especially pixies and sylphs—with warmth and open curiosity. Grigs, however, tend to avoid them, unsettled by their nocturnal ways.
Habitat
Batlings make their homes in deep forest caves, mossy ruins, or grottoes hidden beneath flowering trees. They favor darkness and still air, surrounding themselves with colonies of friendly bats that serve as companions and sentinels. Emerging after dusk, Batlings feed on insects and fruit, consuming several times their body weight each night to sustain their rapid metabolism. They are especially fond of grapes, from which they brew a strong, fragrant wine blended with the spores of cave fungi—an intoxicating delicacy treasured by the fey courts.
Modus Operandi
When confronted, Batlings rely on agility, cunning, and coordination rather than strength. They dart and flutter unpredictably, dive-bombing foes or pelting them with pebbles before disappearing into darkness. Though timid when alone, a colony will defend its kin with startling ferocity, using swift aerial tactics to distract, blind, and confuse. Most Batlings prefer retreat to combat, relying on illusion magic or rapid flight to evade threats.
Motivation
Created long ago by an unhinged warlock experimenting with new familiar forms, Batlings were intended as servile guardians of shadow and fear. Yet the experiment backfired—the resulting race inherited the intelligence and goodness of pixies, tempered by the caution and practicality of bats. Mistrusted for their dark wings and eerie appearance, Batlings are often hunted or driven away by ignorant folk. Despite this persecution, they remain kind-hearted, valuing family, art, and freedom above all. Beneath the world’s fear of the dark, they quietly endure—gentle keepers of hidden beauty, and proof that light can thrive even in shadow.
Batling 5e 2024
Batling, Pathfinder
Batling 3.5
Batling

Tiny fey, neutral good
Armor Class 13 (natural armor)
Hit Points 10 (3d4 + 3)
Speed 20 ft., fly 40 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 6 (−2) | 16 (+3) | 12 (+1) | 11 (+0) | 13 (+1) | 14 (+2) |
Saving Throws Dex +5, Wis +3
Skills Acrobatics +5, Perception +3, Stealth +7, Nature +2
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, frightened while within 30 feet of at least one allied Batling (Swarm Courage)
Senses darkvision 60 ft., passive Perception 13
Languages Sylvan, Batling; understands Elvish and Common but speaks them rarely
Challenge 1/4 (50 XP)
Proficiency Bonus +2
Traits
Echolocation. The Batling can’t use its blindsight while deafened. It perceives its surroundings through sound and subtle air vibrations.
Fey Heritage. The Batling has advantage on saving throws against being charmed, and magic can’t put it to sleep.
Whisper to Wings (1/Day). As an action, the Batling can summon a swirling cloud of tiny spectral bats in a 15-foot radius centered on itself. The area becomes lightly obscured, and creatures of the Batling’s choice within the area have disadvantage on Wisdom (Perception) checks that rely on sight. The effect lasts for 1 minute or until the Batling dismisses it (no concentration required).
Nimble Flier. The Batling doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Pixie Dust (Recharge 5–6). The Batling flutters its wings, releasing a faint shimmer of silver motes. Each creature of its choice within 10 feet must succeed on a DC 12 Wisdom saving throw or be charmed until the end of the Batling’s next turn. While charmed in this way, a creature cannot attack the Batling.
Dazzling Flurry (Recharge 6). The Batling spins midair, scattering phosphorescent spores. Each creature in a 10-foot cone must succeed on a DC 12 Dexterity saving throw or take 6 (2d4 + 1) radiant damage and be blinded until the start of the Batling’s next turn.
Bonus Actions
Flutter Step. The Batling takes the Disengage or Hide action. When it does so, it can move up to half its flying speed.
Reactions
Deflect Predator. When a creature the Batling can see targets it with an attack, the Batling imposes disadvantage by darting and shrieking, provided it isn’t incapacitated.
Innate Spellcasting (Fey Magic)
The Batling’s innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no components:
- At will: druidcraft, minor illusion
- 1/day each: faerie fire, sleep
Tactics
Batlings are cautious but intelligent combatants. When danger arises, they rely on mobility and confusion rather than brute strength. A lone Batling uses Pixie Dust or Whisper to Wings to distract and disorient enemies before retreating out of reach. In groups, they coordinate through chirps and echoes, attacking in swift hit-and-run bursts while exploiting cover and darkness. If cornered, they resort to Dazzling Flurry to blind pursuers, then vanish into the air. Batlings fight only to protect their kin or their lair and flee once their colony is safe.
Description
Batlings are the unintended children of fey magic and reckless experimentation—born when a deranged warlock sought to fuse the cunning of a pixie with the senses of a bat. The result was not a servant of darkness, but a gentle and clever race of nocturnal fey who cherish music, family, and moonlit freedom. Though often mistaken for imps or demons, Batlings embody the harmony of light and shadow, guardians of unseen beauty thriving beneath the stars.
Batling

CR 1; Tiny Fey
XP 400
Alignment Neutral Good
Size/Type Tiny Fey
Init +3; Senses darkvision 60 ft.; Perception +3
Aura faint aura of moonlight (1 ft., 1 point of light; dims magical darkness within 5 ft.)
Defense
AC 16, touch 13, flat-footed 13 (+3 Dex, +3 natural)
HP 10 (3d6)
Fort +1, Ref +5, Will +3
Defensive Abilities fey traits
Immune charm (while within 30 ft. of allied Batlings), sleep
Resist bludgeoning, piercing, and slashing from nonmagical attacks
Offense
Speed 20 ft., fly 40 ft. (good)
Melee bite +5 (1d4–2)
Special Attacks Pixie Dust (Su) 1/day, Dazzling Flurry (Su) 1/day, Whisper to Wings (Su) 1/day
Pixie Dust (Su): 10-ft. radius; DC 12 Will; creatures charmed 1 round.
Dazzling Flurry (Su): 10-ft. cone; DC 12 Reflex; 2d4 radiant damage; blinded 1 round.
Whisper to Wings (Su): 15-ft. radius; lightly obscured area; chosen creatures take –2 on Perception checks relying on sight for 1 minute.
Statistics
Str 6, Dex 16, Con 12, Int 11, Wis 13, Cha 14
Base Attack +2; CMB +0; CMD 8
Feats Weapon Finesse
Skills Acrobatics +7, Stealth +9, Fly +7, Perception +3, Knowledge (Nature) +2
Languages Sylvan, Batling; understands Elvish and Common
Special Abilities
- Echolocation (Ex): perceives creatures within 30 ft. via sound, ignoring darkness.
- Nimble Flier (Ex): does not provoke attacks of opportunity when flying out of reach.
- Fey Heritage (Ex): +2 bonus on saves vs. enchantments.
- Swarm Courage (Ex): +2 morale bonus on fear saves when within 30 ft. of allied Batling.
Spell-Like Abilities (CL 1st; concentration +0)
At will—druidcraft, minor illusion
1/day—faerie fire, sleep
Combat
Batlings rely on mobility and deception. Individuals distract with Pixie Dust or Whisper to Wings before retreating, while colonies coordinate aerial hit-and-run attacks, exploiting darkness and obscuring effects. They target weaker foes and avoid melee unless defending kin or lair. Dazzling Flurry is used to blind or scatter enemies, allowing the colony to escape or reposition.
Ecology & Lore
Batlings were created by an experimental warlock attempting to combine pixie intelligence with bat senses. The resulting fey are gentle, clever, and social, often misunderstood because of their batlike appearance and nocturnal habits. They live in caves, grottoes, and ruins, feeding on insects and fruit, particularly grapes, which they ferment into potent wines. Batlings form close-knit colonies centered on family, music, and moonlight.
Environment & Organization
Temperate or tropical forests, caves, or ruins; solitary, pairs, or colonies of 4–12; treasure incidental
Batling

Liber Mysterium
The Netbook of Witches and Warlocks
By Timothy S. Brannan and The Netbook of Witches and Warlocks Team
Batlings are magical crossbreeds of pixies and bats. Batlings look like 1’ to 2’ tall pixies with bat-like wings and features. Their feet are like those of a bat with small claws for hanging upside down. Their bodies resemble pixies with a short soft fur covering. Their fur ranges from light brown to a deep black. Their faces are also like those of pixies, but with some bat-like characteristics. They have a sharp teeth and large ears like a bat.
They have smallish eyes and small slightly upturned noses. Batlings can speak with bats and pixies in their own languages. Many have been able to learn elf or common. Batlings speak with high-pitched voices. They tend not to wear clothing when young or among their own kind. They have been known to wear clothing similar to that of other pixies, only drabber and more functional.
Due to their appearance and origin Batlings are often believed to be small demons or at the very least evil. However nothing could be farther from the truth. An insane warlock who was researching new familiar types created the Batlings. He believed that by combining the appearance of the bat with the Intelligence of a pixie he would have a frightening ally. His experiments were a tremendous success; he created a race that could breed true. However he underestimated the natures of both the pixie and the bat. He produced a race that was both intelligent and good.
Batlings tend not to enter act with other races other than pixies. This is not out of choice, but necessity. Batlings are usually hunted down because they are believed to be evil. Batlings tend to be a very gregarious race that centers on the extended family. Batlings get along well with other faerie races especially pixies and slyphs. Grigs tend to avoid them.
Like bats, Batlings live in dark places, such as caves. They are nocturnal, which only adds to the superstition that surrounds them. Batlings come out at night to socialize and feed. An adult Batling can eat 3 to 4 times his own weight a night in flying insects. This helps support their high metabolic rate. Batlings are also found of fruits, especially grapes. They make an extremely potent wine from grapes and a fungus that grows in their caves.
Batlings mate once a year in the spring and the female gives birth to a clutch of two young. Batlings usually mate for life. Batlings keep their lair far from humanoid eyes. Usually they have many regular bats in their lair to keep guard.
The young reach maturity in seven years. Batlings typically live 40 to 50 years.
| Batlings | |
| Small fey | |
| Hit Dice | 1d6+1 (5 hp) |
| Initiative | +4 Dexterity |
| Speed | 10 ft., Fly 30 ft. (perfect) |
| AC | 20 (+4 Dexterity, +3 size, +3 Natural) |
| Attacks | Unarmed +2, +2 |
| Damage | Unarmed 1d4, small sword 1d6 |
| Face/Reach | 1 ft. by 1 ft. |
| Special Attacks | Hypersonic Shriek |
| Special Qualities | SR 20, Damage Reduction 10/+2 |
| Saves | Fort +2, Ref +6, Will +5 |
| Abilities | Strength 4, Dexterity 18, Constitution 15, Intelligence 10, Wisdom 16, Charisma 18 |
| Skills | Handle Animal +10, Hide +16, Heal +5, Listen+5, Spot +5, Sense Motive +5 |
| Feats | Ambidexterity, Blind Fight, Flyby Attack |
| Climate/Terrain | Temperate Caves |
| Organization | Gang (2-4), band (6-11) or tribe (20-80) |
| Challenge Rating | 5 |
| Treasure | |
| Alignment | Always Chaotic Good |
| Advancement | 1-3 HD (small) |
Combat:
Batlings are not strong fighters. They prefer to use their small size and speed to avoid confrontations. However they will go to any lengths to protect their homes or their young. Males and females are equal in combat. Young Batlings are non-combative. Batlings may attack with their feet claws twice per round doing 1 to 4 hp of damage. Some Batlings do carry small thin swords. They use this swords two-handed for 1d6 hp of damage.
Blindsight (Ex): Batlings, like most fey, have low light vision, but they prefer to rely on their echolocation ability. Batlings can recognize each other with their echolocation, but only distinguish rough details of other humanoid creatures. Attacks that effect hearing effect the Batling as if it were effecting their eyes instead. Thus any deafening attack is treated like blindness. Batlings are immune to gaze attacks while using this ability.
Hypersonic Shriek (Ex): If threatened Batlings may let out a hypersonic shriek. This shriek may be done three times per day. Anyone under 5 HD within hearing distance of the Batling must make a Fortitude save or become deaf, as per the spell, for 2d6 rounds. They also suffer 2d10 hp of damage. If they save or are above 5 HD then they only take 2d6 hp of damage.
Even though they are a ‘created’ race, Batlings have found a niche in the ecology of the world. Their diet has placed no strain on the local ecology. If Batlings have a natural enemy it would be goblins. Goblins capture Batlings in suspended steel traps. They gag the Batlings and enjoy pulling off their wings. Goblins usually eat the males and children but keep the females around as slaves. A particularly ugly breed of Bendith Y Mamau are born to these unfortunate Batlings. Batlings have been the subject of recent debate and experiments by wizards. Batling fur or guano has been used in place of bats· in spell components. The spell Wave of Mutilation was discovered in this research.
Advancement
Batlings are generally too small to make effective characters. Those that chose to advance as a character class often opt for ranger.
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