Curse Of Lycanthropy (Bat) Image

You have contracted lycanthropy from a bite wound given by one of the cursed. A character who becomes a lycanthrope retains his or her statistics except as specified by lycanthrope type. The character gains the lycanthrope’s speeds in nonhumanoid form, damage immunities, traits, and actions that don’t involve equipment. The character can’t speak while in animal form. A non-lycanthrope humanoid hit by an attack that carries the curse of lycanthropy must succeed on a Constitution saving throw (DC 8 + the lycanthrope’s proficiency bonus + the lycanthrope’s Constitution modifier) or be cursed. If the character embraces the curse, his or her alignment becomes the one defined for the lycanthrope. A character with this Curse is under DM control until the curse of lycanthropy is removed.

Bat: A werebat is a humanoid afflicted with a rare form of lycanthropy that enables it to transform into a giant bat or a bat-humanoid hybrid. Most werebats are of goblin stock.

  • Your animal form is a Giant Bat. Your statistics, other than your size and speed, are the same in all forms. Any equipment you're wearing or carrying isn’t transformed. While transformed in either animal or hybrid form you gain a climbing speed of 30 ft. and a flying speed of 60 ft.
  • You gain a Dexterity of 17 if your score isn’t already higher.
  • While transformed you gain a bite attack.
  • While transformed you gain blindsight of 60 ft. through echolocation, as long as you aren't deafened. 
  • You gain advantage on Wisdom (Perception) checks that rely on hearing.
  • You have sunlight sensitivity.
  • You must consume at least 1 pint of fresh blood each night, or you weaken and gains one level of exhaustion that no amount of rest alone can remove. Each pint of blood you consume removes one level of exhaustion gained in this fashion.
Curse Of Lycanthropy (Bat) Image

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