This green looking bat has a poison bite.
Bat, Poison (CR 2)
XP 600
N Medium Magical Beast (Avian)
Init: +2; Senses Blindsense 30 ft., low-light vision; Perception +8
DEFENSE
AC 15, touch 14; flat-footed 12 (+3 Dex, +1 dodge, +1 natural)
hp 16 [30] (3d10)
Fort +3, Ref +5, Will +4
OFFENSE
Speed 20 ft., Fly 40 ft. (good)
Melee Bite +5 (1d6 plus poison)
Space 5 ft.; Reach 5 ft.
Special Attacks Blood Drain, Critical Attack, Screech
STATISTICS
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
SPECIAL ABILITIES
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.
Poison (Ex)
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.
Screech (Ex)
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.