Medium Humanoid (Any Race, Shapechanger), Neutral Evil
Armor Class 14 (Studded Leather)
Hit Points 84 (13d8 + 26)
Speed 30 ft., Climb 30 ft., Fly 60 ft. (in bat or hybrid form)
STR
12 (+1)
DEX
14 (+2)
CON
14 (+2)
INT
10 (+0)
WIS
12 (+1)
CHA
11 (+0)
Skills Perception +3, Stealth +4
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Senses Darkvision 60 ft., Passive Perception 13
Languages Common (can't speak in bat form) (can’t speak in bat form)
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Shapechanger. The werebat can use its action to polymorph into a bat-humanoid hybrid, or into a 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.

Echolocation. 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.

Actions

Multiattack (Humanoid or Hybrid Form Only). In humanoid form, the werebat makes two longsword attacks or two longbow attacks. In hybrid form, it can make one bite attack and one longsword attack. It can use its Command or Maneuver Allies in place of one attack.

Bite (Bat or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 2) piercing damage, and the werebat gains temporary hit points equal to the damage dealt. lf the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werebat lycanthropy.

Longsword. Melee Weapon Attack: +4 to hit, one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.

Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one creature. Hit: 6 (1d8 + 2) piercing damage.

Command. The werebat targets one ally it can see within 30 feet of it. If the target can see and hear the werebat, the target can make one weapon attack as a reaction.

Maneuver Allies (Recharge 5-6). Up to four allies within 60 feet of this werebat that can hear it can each use their reaction to move up to half their speed without provoking opportunity attacks.

Description

While most werebats are of goblin stock, some Underdark humanoids (drow, grimlocks, duergar, etc.) and even orcs can become afflicted too. These tend to be more experienced and intelligent than the common werebat, and find themselves leading the colony (See Waterdeep: Dungeon of the Mad Mage for more information on werebats).

Monster Tags: Shapechanger

Habitat: Underdark

SadHorizon

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