Small Humanoid (Goblin, Shapechanger), Lawful Evil
Armor Class 12
Hit Points 27 (6d6 + 6)
Speed 30 ft., Fly 40 ft.
STR
8 (-1)
DEX
15 (+2)
CON
12 (+1)
INT
10 (+0)
WIS
8 (-1)
CHA
7 (-2)
Skills Perception +1, Stealth +6
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Senses Blindsight 60 ft. , Darkvision 120 ft., Passive Perception 11
Languages Goblin Common (can't speak in rat form)
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Shapechanger. The werebat can use its action to polymorph into a bat-goblinoid hybrid or into a small bat, or back into its true form, which is goblinoid. 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 cannot use its blindsight while deafened.

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

Actions

Multiattack (Goblinoid or Hybrid Form Only). The wererat makes two attacks, only one of which can be a bite.

Bite (Rat or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 11 Constitution saving throw or be cursed with wererat lycanthropy.

Scimitar (Humanoid or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.

Shortbow (Humanoid or Hybrid Form Only). Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Bonus Actions

Nimble Escape. The werebat goblin can use the Hide or Disengage action as bonus action on each of its turns.

Monster Tags: ShapechangerGoblinoid

Habitat: ForestUrban

greengineer

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