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.
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).
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