Werebat Species in Faerûn | World Anvil
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Werebat

A werebat is a humanoid afflicted with a rare form of lycanthropy that enables it to transform into a giant bat or a bat-humanoid hybrid. Most werebats are of goblin stock.   Werebats are shunned even by goblin society because of their need to feed on blood to survive. They prefer to lair in dark places, such as attics and caves, and typically adopt nocturnal hunting habits.   A werebat must consume at least 1 pint of fresh blood each night, or it weakens and gains one level of exhaustion that no amount of rest alone can remove. Each pint of blood the werebat consumes removes one level of exhaustion gained in this fashion.    

Werebat CR: 2 (450 XP)

Small humanoid (goblinoid, shapechanger), neutral evil
Armor Class: 13
Hit Points: 24 (7d6)
Speed: 30 ft , fly: 60 ft , climb: 30 ft

STR

8 -1

DEX

17 +3

CON

10 +0

INT

10 +0

WIS

12 +1

CHA

8 -1

Skills: Perception +3, Stealth +5
Damage Immunities: Bludgeoning, Piercing, and Slashing from nonmagical attacks that aren't silvered
Senses: Passive Perception 13
Languages: Goblin (can't speak in bat form)
Challenge Rating: 2 (450 XP)

Shapechanger. The werebat can use its action to polymorph into a Medium bat-humanoid hybrid, or into a giant bat, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.   Echolocation (Bat or Hybrid Form Only). The werebat has blindsight out to a range of 60 feet as long as it’s not deafened.   Keen Hearing. The werebat has advantage on Wisdom (Perception) checks that rely on hearing.   Nimble Escape (Humanoid Form Only). The werebat can take the Disengage or Hide action as a bonus action on each of its turns.   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 scimitar attacks or two shortbow attacks. In hybrid form, it can make one bite attack and one scimitar attack.   Bite (Bat or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 feet, one target. Hit: 1d6 + 3 piercing damage, and the werebat gains temporary hit points equal to the damage dealt. If the target is a humanoid, it must succeed on a DC 10 Constitution saving throw or be cursed with werebat lycanthropy.   Scimitar (Humanoid or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 feet, one target. Hit: 1d6 + 3 slashing damage.   Shortbow (Humanoid or Hybrid Form Only). Ranged Weapon Attack: +5 to hit, range 80/320 feet, one target. Hit: 1d6 + 3 piercing damage.

Genetic Ancestor(s)
Lifespan
Varies by race of humanoid
Average Height
Varies by race of humanoid
Average Weight
Varies by race of humanoid

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