Shapechanger. The werebat can use its action to polymorph into a bat-humanoid hybrid or into a bat, or back into its true form, which is humanoid. Its statistics, other than its AC, 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.
Keen Hearing. The werebat has advantage on Wisdom (Perception) checks that rely on hearing.
Regeneration. The werebat regains 3 hit points per turn unless it is struck by a silver weapon. Then the regeneration is negated until its next turn.
Multiattack. (Humanoid or Hybrid Form Only). The werebat makes two attacks: two with its spear (humanoid form) or one with its bite (bat or hybrid form).
Bite (Bat or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werebat lycanthropy.
Shortsword (Humanoid Form Only). Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 2) slashing damage.
Screech (Hybrid form only). The werebat screeches and deals 1d8 thunder damage to all enemies and reduces their defenses by 2.
Description
A Werebat is a creature similar to a werewolf, however they are considered blessed by Camatotz, the Aztec god of bats, whom they worship.
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