I’m doing a campaign that currently revolves around lycanthropy. I have all the were-monsters lined up for the party to fight except for the CR2 Werebat. My party is made up of seven level 7’s going on 8. (Yes I know, the party is too huge; our normal DM puts up with it, and I didn’t want anyone feeling left out. It’s worth noting my campaign is sort of the backup campaign to our normal one, so it may occur when some people can’t make the normal one.)
Obviously, it would be ridiculous to fight too few or too many of these at once, so my idea was to make it i to a swarm, but I’ve never done such a thing before. Can I get some guidance?
If you're looking for stat help, Homebrew forum probably is more helpful.
If you have the 2024 Monster Manual, they have swarms of Dretches and such other things. If you check that out, there's probably something there that could help you. I imagine that you can raise the CR, the size, add the stuff typical to swarms like resistances, swarm attacks, and other swarm things, you'll get something resembling a typical swarm.
It's just combining typical swarm and typical lycanthrope features.
He doesn't have much besides the skin on his bones. Me: I'll take the skin on his bones, then.
"You see a gigantic, monstrous praying mantis burst from out of the ground. It sprays a stream of acid from it's mouth at one soldier, dissolving him instantly, then it turns and chomps another soldier in half with it's- "
Just as a note, simply increasing the damage / hit points doesn't really fix the CR of a monster as combat itself becomes more dynamic at higher levels. So I'd suggest homebrewing the basic abilities themselves of the werebat to make it more interesting / appropriate to fight.
Example (Based on a Young Black Dragon but making is DEX-focused):
Werebat Champion
AC : 18 ; HP : 127 STR 14, DEX 19, CON 17, INT 12, WIS 14, CHA 15.
CR: 7
Shapechanger. The werebat can use its action to polymorph into a Medium bat-humanoid hybrid, or into a Large giant bat, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Keen Hearing. The werebat has advantage on Wisdom (Perception) checks that rely on hearing.
Echolocation (Bat or Hybrid Form Only). The werebat has blindsight out to a range of 60 feet as long as it's not deafened.
Actions
Multiattack. The were-bat screeches if able, then makes 2 weapon attacks of its choice based on its current form.
Screech (recharge 5-6). Constitution Saving Throw: DC 14, each creature in a 30-foot Cone. Failure: 49 (14d6) Thunder damage, and deafened for 1 minute. Success: Half damage.
Bite (Bat or Hybrid Form Only).Melee Weapon Attack:+7 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) piercing damage, and the werebat gains temporary hit points equal to the damage dealt. If the target is a humanoid, it must succeed on a DC 10 Constitution saving throw or be cursed with werebat lycanthropy.
Scimitar (Humanoid or Hybrid Form Only).Melee Weapon Attack:+7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage, if the werebat had advantage on the attack it deals an extra 11 (3d6) slashing damage.
Shortbow (Humanoid or Hybrid Form Only).Ranged Weapon Attack:+7 to hit, range 80/320 ft., one target. Hit: 7 (1d6 + 4) piercing damage, if the werebat had advantage on the attack it deals an extra 11 (3d6) slashing damage.
Bonus Actions
Nimble Escape (Humanoid Form Only). The werebat can take the Disengage or Hide action as a bonus action on each of its turns.
Flap Wings (Bat or Hybrid Form Only). Strength saving throw DC 14, each creature in a 30-foot long, 10-foot wide line. Failure: 14 (4d6) bludgeoning damage and pushed 10 ft away and knocked prone, Success: half damage. In addition any non-magical flames in the area are extinguished.
I’m doing a campaign that currently revolves around lycanthropy. I have all the were-monsters lined up for the party to fight except for the CR2 Werebat. My party is made up of seven level 7’s going on 8. (Yes I know, the party is too huge; our normal DM puts up with it, and I didn’t want anyone feeling left out. It’s worth noting my campaign is sort of the backup campaign to our normal one, so it may occur when some people can’t make the normal one.)
Obviously, it would be ridiculous to fight too few or too many of these at once, so my idea was to make it i to a swarm, but I’ve never done such a thing before. Can I get some guidance?
If you're looking for stat help, Homebrew forum probably is more helpful.
If you have the 2024 Monster Manual, they have swarms of Dretches and such other things. If you check that out, there's probably something there that could help you. I imagine that you can raise the CR, the size, add the stuff typical to swarms like resistances, swarm attacks, and other swarm things, you'll get something resembling a typical swarm.
It's just combining typical swarm and typical lycanthrope features.
He doesn't have much besides the skin on his bones. Me: I'll take the skin on his bones, then.
"You see a gigantic, monstrous praying mantis burst from out of the ground. It sprays a stream of acid from it's mouth at one soldier, dissolving him instantly, then it turns and chomps another soldier in half with it's- "
"When are we gonna take a snack break?"
Oops. Sorry.
I’ll try looking up Dretches and see what I can do.
Just as a note, simply increasing the damage / hit points doesn't really fix the CR of a monster as combat itself becomes more dynamic at higher levels. So I'd suggest homebrewing the basic abilities themselves of the werebat to make it more interesting / appropriate to fight.
Example (Based on a Young Black Dragon but making is DEX-focused):
Werebat Champion
AC : 18 ; HP : 127
STR 14, DEX 19, CON 17, INT 12, WIS 14, CHA 15.
CR: 7
Shapechanger. The werebat can use its action to polymorph into a Medium bat-humanoid hybrid, or into a Large giant bat, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Keen Hearing. The werebat has advantage on Wisdom (Perception) checks that rely on hearing.
Echolocation (Bat or Hybrid Form Only). The werebat has blindsight out to a range of 60 feet as long as it's not deafened.
Actions
Multiattack. The were-bat screeches if able, then makes 2 weapon attacks of its choice based on its current form.
Screech (recharge 5-6). Constitution Saving Throw: DC 14, each creature in a 30-foot Cone. Failure: 49 (14d6
) Thunder damage, and deafened for 1 minute. Success: Half damage.
Bite (Bat or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) piercing damage, and the werebat gains temporary hit points equal to the damage dealt. If the target is a humanoid, it must succeed on a DC 10 Constitution saving throw or be cursed with werebat lycanthropy.
Scimitar (Humanoid or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage, if the werebat had advantage on the attack it deals an extra 11 (3d6) slashing damage.
Shortbow (Humanoid or Hybrid Form Only). Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 7 (1d6 + 4) piercing damage, if the werebat had advantage on the attack it deals an extra 11 (3d6) slashing damage.
Bonus Actions
Nimble Escape (Humanoid Form Only). The werebat can take the Disengage or Hide action as a bonus action on each of its turns.
Flap Wings (Bat or Hybrid Form Only). Strength saving throw DC 14, each creature in a 30-foot long, 10-foot wide line. Failure: 14 (4d6) bludgeoning damage and pushed 10 ft away and knocked prone, Success: half damage. In addition any non-magical flames in the area are extinguished.
Wow! You really went above and beyond! You raise a good point also. I’ll get this down in my Homebrew ASAP. Thanks a bunch!