Shapechanger. The werebat can use its action to polymorph into a bat-humanoid hybrid or into a small bat, or back into its true form, which is humanoid. Its stats, other than its speed, are the same in each form. Any equipment it wearing or carrying isn't transformed. It reverts to its true form if it dies.
Echolocation. The werebat can't use its blindsight while deafened.
Keen Hearing. The werebat has advantage on Wisdom [Tooltip Not Found] checks that rely on hearing.
Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.
Mulitattack Humanoid or Hybrid Form Only). The werebat makes two attacks, only one can be bite.
Bite (Bat 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 goblin, it must succeed a DC 11 Constitution saving throw or be cursed with werebat lycanthropy.
Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Description
The legend of the werebat is a matter of great discussion. Was it a curse cast upon a goblin who tried to seize the moon? Was it a rabid giant bat that bit a goblin? Or a rabid goblin who bit a giant bat? The facts are: they uncontrollably change under the full moon, much like a werewolf, and are vulnerable to silvered weapons. Still, the werebat is dissimilar to other lycanthropes, for it can only pass on its curse to other goblins. Perhaps it is a gift granted by their deities after all.
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