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Werebat 2014

CR 3 humanoid

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., fly 50 ft.

STR12 (+1)
DEX16 (+3)
CON12 (+1)
INT10 (+0)
WIS12 (+1)
CHA9 (-1)

Saving Throws
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) · Proficiency Bonus +2

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.

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.

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

Mace.

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

Source: Creature Codex (Kobold Press) · License: OPEN GAME LICENSE Version 1.0a details