Damage Vulnerabilities
thunder, silver
Regeneration (2hp/rnd)
from nonmagical attacks that aren't silvered
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.
HYBRID :
Speed 30 ft.
(if no lvl in it) Lose control.
each round, you must pass a control check (DD10 against WIS), if you loose, your character become a NPC until the end of the combat.
Damage Reduction (5)
bludgeoning, piercing and slashing from nonmagical attacks that aren't silvered
Senses blindsight 60 ft., darkvision 30 ft.
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 succeed on a Constitution saving throw with a DC of 5 + the damage taken or become 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.
planner.
toute chute est amortie et ne provoque pas de dégâts à moins d'être inconscient.
ACTIONS
(if one lvl in it/in rage) Multiattack The werebat makes two attacks, one of which might be a bite and only one.
Bite Melee Weapon. 2d4 + str. If the target is humanoid it must succeed on a DC 12 Constitution saving throw or be cursed with werebat lycanthropy.
Claws Melee Weapon. 1d6 + str. slashing damage.
(if one lvl in it/in rage) Swoop. 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.
BAT :
Speed (fly 20 ft.)
Damage Reduction (5)
bludgeoning, piercing and slashing from nonmagical attacks that aren't silvered
Senses blindsight 120 ft., darkvision 60 ft.
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 succeed on a Constitution saving throw with a DC of 5 + the damage taken or become 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
Bite. Melee Weapon. 1d4 + str. If the target is humanoid it must succeed on a DC 12 Constitution saving throw or be cursed with werebat lycanthropy.