Shapechanger. The werebat can use its action to polymorph into a bat-humanoid hybrid or into a giant 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.
Echolocation. The werebat can't use it's blindsight when deafened.
Keen Hearing. The werebat has advantage on Wisdom (Perception) checks that rely on hearing.
Multiattack (Humanoid or Hybrid Form Only). The werebat makes two attacks: one with its bite and one with its talons or shortsword.
Bite (Bat or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 11 Constitution saving throw or be cursed with werebat lycanthropy.
Talons (Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (2d4 + 2) slashing damage.
Shortsword (Humanoid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 3) slashing damage.
Description
In its Humanoid Form a werebat has lengthy limbs as well as slightly elongated facial features. In its Hybrid Form a werebat is a devilish creature with gaunt extended features, wings in place of its arms, talons in place of its feet, and pointed ears and fangs.
Players Characters as Werebats: If a player character is afflicted with werebat lycanthropy the character retains his/her statistics except, they gain a Dexterity of 16 if his/her score isn't already higher. The character also gains the werebat's speed in nonhumanoid form, damage immunities, traits, and actions that don't involve equipment. The character is proficient with the werebat's bite and talons attacks, which deal damage as shown. Attack and damage rolls for natural weapons are based on strength. If the character embraces the curse their alignment changes to Chaotic Evil.
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