Werebat (5e Creature)

Werebat

medium humanoid (human, shapechanger), neutral evil


Armor Class 13 in human form, 14 in giant bat or hybrid form (natural armour)
Hit Points 44 (8d8 + 8)
Speed 30 ft. (20 ft., fly 50 ft. in bat or hybrid form)


STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 12 (+1) 10 (+0) 14 (+2) 13 (+1)

Skills Perception +5
Damage Vulnerabilities thunder
Damage Immunities bludgeoning, piercing and slashing from nonmagical attacks that aren't silvered
Senses blindsight 120 ft., darkvision 60 ft., passive Perception 15
Languages Common (can't speak in bat form)
Challenge 5 (1,800 XP)


Shapechanger. The werebat can use its action to polymorph into a bat-humanoid hybrid or a giant bat, or back into its true form, which is humanoid. Its statistics, other than its size and AC, 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. The werebat can't use its blindsight while deafened.

Keen Hearing. The werebat has advantage on Wisdom (Perception) checks that rely on hearing.

Sound Sensitivity. Whenever the werebat takes 11 or more thunder damage from a single attack, it must make a Constitution saving throw with a DC of 5 + the damage taken. On a failure the werebat is deafened and stunned for 1 minute. It may repeat the saving throw at the start of each of its turns, ending the effect on itself on a success.

ACTIONS

Multiattack (Humanoid or Hybrid Form Only). The werebat makes two attacks, only one of which may be a bite.

Bite (Bat or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. If the target is humanoid it must succeed on a DC 12 Constitution saving throw or be cursed with werebat lycanthropy.

Claws (Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.

Scimitar (Humanoid or Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Swoop (Hybrid Form Only). The werebat can only use this attack if it begins its turn in flight. The werebat flies low over a target, slashing it with its hind claws before flying away. The werebat uses up to its full movement towards a target, makes one claw attack with advantage on the attack roll or one grapple check with advantage on the roll, then uses the Dash action as a bonus action to fly away. Any opportunity attacks made against the werebat when it uses this action are made with disadvantage.


Source

Werebats are conniving lycanthropes that live in dark places like caves. In humanoid form, werebats have large ears and pointed teeth, and are lazy and sleepy by day. Most fight in hybrid form, grabbing foes with their claws and flying off with them, biting them in midair.

Characters as Werebats

A character that becomes a werebat gains a Dexterity of 16 if his or her score isn't already higher, and a +1 bonus to AC while in bat or hybrid form (from natural armour). Attack and damage rolls for the natural weapons are based on the character's Strength.


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