Werebat
Werebat
Medium humanoid, lawful evil
- Armor Class 13 (in humanoid form, 14 (natural armor) in bat or hybrid form)
- Hit Points 66 (12d8+12)
- Speed 30 ft. (40 ft., fly 50 ft. in bat or hybrid form)
- STR
12 (+1) - DEX
16 (+3) - CON
12 (+1) - INT
10 (+0) - WIS
12 (+1) - CHA
9 (-1)
- Skills Perception +3, Stealth +5
- Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks not made with silver
- Senses blindsight 60 ft., passive Perception 13
- Languages Common (can't speak in bat form)
- Challenge 3 (700 XP)
- Echolocation. The werebat can't use its blindsight while deafened.
- Keen Hearing. The werebat has advantage on Wisdom (Perception) checks that rely on hearing.
- Shapechanger. The werebat can use its action to polymorph into a bat-humanoid hybrid or into a Medium-sized bat, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form with the exception that only its true and bat forms retain its flying speed. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
- Sunlight Sensitivity. While in sunlight, the werebat has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
- Multiattack (Humanoid or Hybrid Form Only). In humanoid form, the werebat makes two mace attacks. In hybrid form, it makes two attacks: one with its bite and one with its claws or mace.
- Bite (Bat or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with werebat lycanthropy.
- Claws (Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) slashing damage.
- Mace (Humanoid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) bludgeoning damage.