Medium Humanoid, Lawful Evil
Armor Class 19 (natural armor)
Hit Points 116 (12d10 + 56)
Speed 30 ft., Climb 30 ft., Fly 60 ft. In bat or werebat form only.
STR
15 (+2)
DEX
14 (+2)
CON
18 (+4)
INT
13 (+1)
WIS
18 (+4)
CHA
10 (+0)
Saving Throws DEX +6, CON +8, WIS +8, CHA +4
Skills Perception +13, Stealth +6
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Condition Immunities Exhaustion, Frightened
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 19
Languages Common, Goblin
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

Legendary Resistance (3/Day). If the werebat king fails a saving throw, it can choose to succeed instead.

Shapechanger. The werebat king 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.

Regeneration. The werebat king regains 8 hit points. If the werebat king takes damage from silver weapons, this trait doesn't function till the start of the werebat king's next turn. The werebat king dies only if it starts its turn with 0 hit points and doesn't regenerate.

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

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

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

Sunlight Sensitivity. While in sunlight, the werebat king 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 or it can make one wing attack.

Bite (Bat or Hybrid Form Only).  Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 8) piercing damage, and the werebat king gains temporary hit points equal to the damage dealt. If the target is a humanoid, it must succeed on a DC 15 Constitution saving throw or be cursed with werebat lycanthropy.

Scimitar (Humanoid or Hybrid Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (1d6 + 8)  slashing damage.

Shortbow (Humanoid or Hybrid Form Only). Ranged Weapon Attack: +8 to hit, range 80/320 ft., one target. Hit: 11(1d6 + 8)piercing damage.

Wing Attack. The werebat king flaps its wings sending a magical blast of energy in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw or take 32 (8d8) force damage on a failed save, or half as much damage on a successful one.

Bonus Actions

Summon Bats (1/Day). As a bonus action the werebat king can summon 2d6 bats to come to its aid. The called creatures arrive in 1 round, acting as allies of the werebat king and obeying its spoken commands. The bats remain for 1 hour, until the werebat king dies, or until the werebat king dismisses them as a bonus action.

Legendary Actions

The werebat king can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The werebat king regains spent legendary actions at the start of its turn.

Regeneration. The werebat king regains 8 hit points. If the werebat king takes damage from silver weapons, this trait doesn't function till the start of the werebat king's next turn. 

Wing Attack (Costs 2 Actions). The werebat king flaps its wings sending a magical blast of energy in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw or take 32 (8d8) force damage on a failed save, or half as much damage on a successful one.

 

Description

A werebat king is a mutated creature that spreads a rare form of lycanthropy amongst humanoids. This lycanthropy enables it to transform into a giant bat or a bat-humanoid hybrid. (See the Monster Manual for more information on lycanthropy.) The werebat king keeps many werebat minions nearby for protection and to secure him food. 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.

Werebat Lycanthropy. A player character who becomes a werebat gains a Dexterity of 17 if their score isn’t already higher. Attack and damage rolls for the werebat’s bite attack are based on the character’s Strength or Dexterity score, whichever is higher.

 

Habitat: Underdark

Axis1970

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