Small Humanoid (Goblinoid, Shapechanger), Neutral Evil
Armor Class 14 in humanoid form, 16 in bat or hybrid form
Hit Points 117 (18d6 + 54)
Speed 30 ft., Climb 30 ft., Fly 60 ft.
STR
15 (+2)
DEX
19 (+4)
CON
16 (+3)
INT
16 (+3)
WIS
15 (+2)
CHA
19 (+4)
Saving Throws DEX +9, CHA +9
Skills Athletics +7, Perception +7, Stealth +9
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Senses Passive Perception 17
Languages Goblin (can’t speak in bat form)
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

Shapechanger. The werebat can use a bonus 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.

Blood Frenzy. The werebat has advantage on melee attack rolls against any creature that doesn’t have all its hit points.

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

Innate Spellcasting. The werebat’s spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). The werebat can innately cast the following spells, requiring only verbal components:

3/day each: gust of wind, silence, vampiric touch

1/day each: blindness/deafness, enlarge/reduce, hold person

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

Legendary Resistance (1/Day). If the werebat fails a saving throw, it can choose to succeed instead.

Magic Resistance. The werebat has advantage on saving throws against spells.

Magic Weapons. The werebat’s attacks are magical.

Nimble Escape (Humanoid Form Only). The werebat can take the Disengage or Hide action as a bonus action on each of its turns.

Sanguine Empowerment (3/Day). When the werebat makes an attack roll, saving throw, or ability check, it can roll an additional d6, adding it to the result.

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). The werebat makes two attacks, only one of which can be a bite and only one of which can be a Screech.

Bite (Bat or Hybrid Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 18 (4d6 + 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 16 Constitution saving throw or be cursed with werebat lycanthropy.

Screech (Hybrid Form Only; Recharge 5-6). The werebat unleashes a deafening screech. Each creature within 30 feet of it that can hear it must succeed on a DC 16 Constitution saving throw, taking 10 (3d6) thunder damage on a failed save, or half as much damage on a successful one. A creature within 10 feet of the werebat that fails its saving throw is also deafened until the end of its next turn.

Scimitar (Humanoid or Hybrid Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.

Shortbow (Humanoid or Hybrid Form Only). Ranged Weapon Attack: +9 to hit, range 80/320 ft., one target. Hit: 7 (1d6 + 4) piercing damage.

Legendary Actions

The werebat can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The werebat regains spent legendary actions at the start of its turn.

Attack. The werebat makes one attack.

Sate Thirst. The werebat scratches an incapacitated beast or humanoid within 5 feet of it and laps at the blood, regaining 14 (2d10 + 3) hit points.

Wing Attack (Bat or Hybrid Form Only; Costs 2 Actions). The werebat beats its wings. Each creature within 10 feet of the werebat must succeed on a DC 16 Dexterity saving throw or take 10 (2d6 + 3) bludgeoning damage and be knocked prone. The werebat can then fly up to half its speed.

Description

Blood holds a power like no other. A werebat that regularly gorges itself upon the blood of extraordinary mortals—wizards, dragonblooded warriors, and the like—may evolve into a werebat apex. Apexes enjoy greater reflexes and command even greater strength. In blood, these individuals find the liberty they’ve so desired.

This extraordinary evolution is not permanent. A werebat apex must regularly feed upon the mighty to retain its own strength. Few are willing to relinquish this power and thus seek out heroes of repute to drink from. An apex must find and exsanguinate such a champion once every few weeks to maintain its strength. Unlike the rest of this kind, an apex is driven not by thirst, but fear.

Gregzilla311

Comments

Posts Quoted:
Reply
Clear All Quotes