Medium Humanoid, Neutral Evil
Armor Class 13 in humanoid form, 14 in bat or hybrid form
Hit Points 58 (9d8 + 18)
Speed 30 ft., Fly 30 ft.
STR
14 (+2)
DEX
16 (+3)
CON
14 (+2)
INT
10 (+0)
WIS
11 (+0)
CHA
10 (+0)
Skills Perception +2, Stealth +3
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Senses Blindsight 30 ft Only in Bat or Hybrid Form, Passive Perception 14
Languages Common (can't speak in bat form)
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

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.

Actions

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

Name Date Modified Views Adds Version Actions
7/15/2019 11:06:46 PM
1262
10
--
Coming Soon

Monster Tags: Shapechanger

Habitat: ForestMountainUnderdark

M_Surge

Comments

Posts Quoted:
Reply
Clear All Quotes