Small humanoid (goblinoid, shapechanger), Neutral Evil
| Armor Class | 13 |
|---|---|
| Hit Points | 24 (7d6) |
| Speed | 30 ft. (climb 30 ft. fly 60 ft. in bat or hybrid form) |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 8 (-1) | 17 (+3) | 10 (+0) | 10 (+0) | 12 (+1) | 8 (-1) |
| Saving Throws | — |
|---|---|
| Skills | Perception +3, Stealth +5 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered |
| Condition Immunities | — |
| Senses | darkvision 60 ft., passive Perception 13 |
| Languages | Goblin (can't speak in bat form) |
| Challenge | 2 |
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.
The werebat has blindsight out to a range of 60 feet as long as it's not deafened.
The werebat has advantage on Wisdom (Perception) checks that rely on hearing.
The werebat can take the Disengage or Hide action as a bonus action on each of its turns.
While in sunlight, the werebat has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
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.
Melee Attack Roll: +5 to hit, reach 5 ft., one creature. 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 Player Characters as Lycanthropes.
Melee Attack Roll: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Ranged Attack Roll: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.