Werebat

Small humanoid (goblin, shapechanger), Lawful Evil

Armor Class

13

Hit Points

24 (7d6)

Speed

walk 30 ft.

Skills

Perception +3, Stealth +5

Damage Immunities

bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered

Senses

darkvision 60 ft.

Languages

Goblin (can't speak in bat form)

Challenge

2

Shapechanger

The werebat can use its action to polymorph into a Medium bat-humanoid hybrid, or into a Large 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 ft., one target. Hit: 6 (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 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Shortbow (Humanoid or Hybrid Form Only)

Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Werebat

Medium humanoid (human, shapechanger), Lawful Evil

Armor Class

13 (human form, 14 (natural armor in bat form))

Hit Points

66 (12d8+12)

Speed

walk 30 ft., fly 50 ft.

Skills

Perception +3, Stealth +5

Damage Immunities

bludgeoning, piercing, slashing from nonmagical weapons

Senses

blindsight 60 ft.

Languages

Common

Challenge

3

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.

Actions

Multiattack

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. 5 (1d6 + 2) slashing damage.

Mace (Humanoid Form Only)

Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 5 (1d6 + 2) bludgeoning damage.