Werebat Lord (5e Creature)

Werebat Lord

Medium humanoid (human, shapechanger), neutral evil


Armor Class 17 in humanoid form, 20 in nightwing bat or hybrid form (natural armour)
Hit Points 290 (30d8 + 160)
Speed 30 ft. (20 ft., fly 90 ft. in hybrid form)


STR DEX CON INT WIS CHA
17 (+3) 24 (+7) 20 (+5) 12 (+1) 16 (+3) 14 (+2)

Saving Throws Str +8, Dex +12, Con +10, Wis +8
Skills Animal Handling +13, Perception +8, Stealth +17, Survival +13
Damage Vulnerabilities thunder
Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
Condition Immunities charmed, frightened, paralyzed
Senses blindsight 120 ft., darkvision 60 ft., passive Perception 18
Languages Common (can't speak in bat form)
Challenge 16 (15,000 XP)


Shapechanger. The werebat can use its action to polymorph into a Large bat-humanoid hybrid or a nightwing 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.

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

Savage Attacker. The werebat can reroll damage dice and take the higher of the two rolled.

Cleaver. When the werebat reduces a creature to 0 hit points, it can make one melee attack against a creature within reach.

Speak with Bats. The werebat can communicate with bats and bat-like creatures as if they shared a language.

Natural Weapon Mastery. The werebat adds its proficiency bonus to the damage rolls for its bite or claw attacks (included in the attacks).

Sound Sensitivity. Whenever the werebat takes 19 or more thunder damage from a single attack, it must make a Constitution saving throw with a DC of 5 + half the damage taken. On a failure the werebat is stunned and deafened 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.

Flyby. The werebat doesn't provoke opportunity attacks when it flies out of an enemy's reach.

ACTIONS

Multiattack. The werebat makes three attacks, only one of which may be a bite.

Bite (Bat or Hybrid Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (4d4 + 8) piercing damage. If the target is humanoid it must succeed on a DC 18 Constitution saving throw, or be cursed with werebat lycanthropy.

Claw (Bat or Hybrid Form Only). Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 19 (2d6 + 12) slashing damage.

+2 Rapier (Humanoid or Hybrid Form Only). Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 13 (1d8 + 9) piercing damage.

Swoop (Bat or 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, 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.


Werebats are stealthy rogues that have embraced their bat lycanthropy and have lived with it for centuries. As the only flying lycanthrope, short of its lesser counterpart, it has a significant advantage over their kin.


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