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
FUE
12
+1
DES
16
+3
CON
12
+1
INT
10
+0
SAB
12
+1
CAR
9
−1

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.

Otros datos

description