Shapechanger. The werebat can use its action to polymorph into a bat-humanoid hybrid or into a large 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.
Keen Hearing and Smell. The werebat has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Echolocation. The werebat can't use it's blindsight when deafened.
Multiattack. (Humanoid or Hybrid Form Only). The werebat makes two attacks: one with its bite and one with its talons or spear.
Bite (Bat or Hybrid Form Only). Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werebat lycanthropy.
Talons. (Hybrid Form Only). Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 7 (2d4 + 2) slashing damage.
Spear (Humanoid Form Only). Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.
Description
A werebat is a savage predator that can appear as a humanoid, as a bat, or in a terrifying hybrid form—a toned humanoid body with the head of a bat, whose arms have become leathery bat wings. In human form, they are usually tall and thin, with gaunt faces and long fingers. In bat form, they resemble large grotesque bats. More often than not, werebats live on the outskirts of humanity, usually near dark caves they can escape to.
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 their score isn't already higher. They 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.
Previous Versions
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