Medium Aberration
Armor Class 15 Natural Armor
Hit Points 90 (9d10)
Speed 30 ft., Walk 30 ft.
STR
14 (+2)
DEX
17 (+3)
CON
16 (+3)
INT
9 (-1)
WIS
12 (+1)
CHA
10 (+0)
Skills Perception +7
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Condition Immunities Blinded, Charmed
Senses Blindsight, Darkvision, Passive Perception 15
Languages Common
Challenge 0 (10 XP)
Proficiency Bonus +2
Traits

Beast Form: Werebat can use their action to polymorph into a bat-human hybrid or back into humanoid form. Their statistics in their hybrid form differ from their humanoid form. It takes a DC 18 Wisdom Saving Throw for a humanoid Werebat to transform into Hybrid form and maintain control. On failure the Werebat will repeat the roll, 1 DC Lower until succeed, during failing turns the Werebat will treat all creatures as hostile. It takes an additional DC 15 Wisdom Saving Throw to transform out of Hybrid Form.

Keen Hearing and Smell: Werebat has advantage on Wisdom (Perception) checks that rely on hearing or smell.

 

 

 


Smothering Wings (Hybrid Form): When Werebat grapples a creature, they wrap their leathery wings around them. When grappling a target, Werebat takes only half the damage dealth to it, and the creature grappled takes the other half. In addition, Werebat has Advantage on Bite attacks made against the grappled creature.

Actions

Multiattack: Werebat makes two attacks with their claws or one with their Bite. Twice per Long Rest

Bite: Melee Weapon Attack: +6 to hit; reach 5 ft; one target Hit: (2d8 + 3) piercing damage. Weebat heals for the same amount damage they deal.

Claws: Melee Weapon Attack: +6 to hit; reach 5 ft; one target. Hit: (2d6 + 3) slashing damage

Screech (1 per Long Rest): Werebat lets out a terrifying Screech, all creatures of its choosing that can hear them within 30 ft. must succeed on a DC 15 Constitution Saving Throw or be defeaned until they finish a Long Rest. In addition, the creature takes (1d10 + 3) thunder damage on a failed save, or half as much on a successful roll.

Bat Allies (1 per Long Rest): Werebat calls their legion of bats to take flight and attacks one creature within sight up to 30 ft away. The creature must make a DC 15 Dexterity Saving Throw or suffer (12d4 Piercing Damage) on a failed roll, and half as much on a successful one. 

Frenzy (1 per Long Rest): When Werebat is underhalf health, they may opt to give into their urge to hunt and make a DC 18 Wisdom Saving Throw to draw on animalistic urges. Immediately double all damage done and recieved, regardless of Wisdom Saving Throw. On a failed roll, the werebat enters a feral state and will attack all creatures in sight as hostile, friendly or not. On a successful roll, the Werebat is able to determine friend from foe. This state ends when Werebat is brought above half health or 1 minute passes.

AssortedHydrangeas

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