Small Humanoid (Goblinoid, Shapechanger), Typically Neutral Evil
Armor Class 13
Hit Points 24 (7d6)
Speed 30 ft., Climb 30 ft., Fly 60 ft. in bat or hybrid form
STR
8 (-1)
DEX
17 (+3)
CON
10 (+0)
INT
10 (+0)
WIS
12 (+1)
CHA
8 (-1)
Skills Perception +5, Stealth +5
Senses Darkvision 60 ft., Passive Perception 15
Languages Goblin (can’t speak in bat form)
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Echolocation (Bat or Hybrid Form Only). The werebat has blindsight out to a range of 60 feet as long as it’s not deafened.

Keen Hearing. The werebat has advantage on Wisdom (Perception) checks that rely on hearing.

Regeneration. The werebat regains 10 hit points at the start of each of its turns. If the werebat takes damage from a silver weapon, this trait doesn’t function at the start of the werebat’s next turn. The werebat dies only if it starts its turn with 0 hit points and doesn’t regenerate.

Sunlight Sensitivity. While in sunlight, the werebat has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack (Humanoid or Hybrid Form Only). In humanoid form, the werebat makes two scimitar attacks or two shortbow attacks. In hybrid form, it can make one bite attack and one scimitar attack.

Bite (Bat or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) 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: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Shortbow (Humanoid or Hybrid Form Only). Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Bonus Actions

Change Shape. The werebat polymorphs into a bat–humanoid hybrid or into a Large giant bat, or back into its humanoid form. 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 humanoid form if it dies.

Nimble Escape (Humanoid Form Only). The werebat takes either the Disengage or Hide action.

Description

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. (See the Monster Manual for more information on lycanthropy.) Most werebats are of goblin stock.

Deep Dwellers. Werebats are shunned even by goblin society because of their need to feed on blood to survive. They prefer to lair in dark places, such as attics and caves, and typically adopt nocturnal hunting habits.

Blood Drinkers. A werebat must consume at least 1 pint of fresh blood each night, or it weakens and gains one level of exhaustion that no amount of rest alone can remove. Each pint of blood the werebat consumes removes one level of exhaustion gained in this fashion.

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Habitat: Underdark

Darthvenexus

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