A lean, muscled humanoid covered in short, velvet-like fur crouches on the rooftop, its long, membranous wings drooping to the ground like the sleeves of a long robe. Its face bears little trace of anything humanoid with large, pointed ears, needle-like teeth, black eyes, flaring nostrils, and dark fur.
Medium humanoid (human, shapechanger), lawful evil
Armor Class 13 in humanoid form, 14 (natural armor) in bat or hybrid form
Hit Points 66 (12d8 + 12)
Speed 30 ft. (40 ft., fly 50 ft. in bat or hybrid form)
|12 (+2)||16 (+3)||12 (+1)||10 (+0)||12 (+1)||9 (–1)|
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)
- 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.
- Multiattack (Humanoid or Hybrid Form Only). 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. Hit: 5 (1d6 + 2) slashing damage.
- Mace (Humanoid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) bludgeoning damage.
Night Hunters. Werebats hunt by night, swooping down from the darkness on unsuspecting prey and leaving mutilated corpses behind, often partially exsanguinated. When hunting, a werebat often takes on the form of a hideous, human-sized bat with a wingspan the length of a horse.
Idolatry or Isolation. In cultures that worship bat deities, werebats are often seen as holy creatures. They may occupy clerical roles in such societies, though their tendency toward malevolence drives them to use such positions to seek greater power. Werebats living in less convenient circumstances seek out isolated lairs overlooking remote settlements, moving frequently when their gory presence draws too much attention.
Regardless of their circumstances, werebats usually have a swarm of bats at their command.
Telltale Features. Werebats in their humanoid form often display bat-like features; a flattened or upturned nose, tufts of dark hair topping pointed ears, or sharp teeth are common.
Creature Codex. © 2018 Open Design LLC; Authors Wolfgang Baur, Dan Dillon, Richard Green, James Haeck, Chris Harris, Jeremy Hochhalter, James Introcaso, Chris Lockey, Shawn Merwin, and Jon Sawatsky.