Werebat
Creature Codex (3pp) p. 258
- Tamaño
- Mediano
- Tipo
- humanoid (human, shapechanger)
- Alineamiento
- legal malvado
- CA
- 13 (human form, 14 (natural armor in bat form))
- Puntos de golpe
- 66 (12d8+12)
- Velocidad
- walk 30 ft., fly 50 ft.
- Habilidades
- Perception +3, Stealth +5
- Inmunidades
- bludgeoning, piercing, slashing from nonmagical weapons
- Sentidos
- blindsight 60 ft.
- Percepción pasiva
- 13
- Idiomas
- Common
- Desafío
- 3
Rasgos
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.
Acciones
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.