Werebat

Creature Codex (3pp) p. 258

Size
Medium
Type
humanoid (human, shapechanger)
Alignment
lawful evil
AC
13 (human form, 14 (natural armor in bat form))
Hit Points
66 (12d8+12)
Speed
walk 30 ft., fly 50 ft.
Skills
Perception +3, Stealth +5
Immunities
bludgeoning, piercing, slashing from nonmagical weapons
Senses
blindsight 60 ft.
Passive Perception
13
Languages
Common
Challenge
3
STR
12
+1
DEX
16
+3
CON
12
+1
INT
10
+0
WIS
12
+1
CHA
9
−1

Traits

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

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. 5 (1d6 + 2) slashing damage.

Mace (Humanoid Form Only)

Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 5 (1d6 + 2) bludgeoning damage.

Other data

description