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