Actions/Abilities/Traits: D&D 5e
Special
Echolocation
The werebat can't use its blindsight while deafened.
Special
Keen Hearing
The werebat has advantage on Wisdom (Perception) checks that rely on hearing.
Special
Shapechanger
The werebat can use its action to polymorph into a 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.
Action
Bite (Hybrid or Bat Form Only)
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. If the target is a humanoid, it must succeed on a DC 10 Constitution saving throw, or be cursed with werebat lycanthropy.
Action
Claws (Hybrid Form Only)
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) slashing damage.
Action
Dagger (Humanoid Form Only)
Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.
Action
Multiattack (Humanoid or Hybrid Form Only)
The werebat makes two attacks: one with its bite, and one with its dagger or claws.
Action
Screech (Hybrid or Bat Form Only; Recharges 5-6)
The werebat emits a high-pitched cry. Each creature in a 15-foot cone must make a DC 12 Constitution saving throw. A creature takes 7 (2d6) thunder damage on a failed save, or half as much damage on a successful one.
Actions/Abilities/Traits: D&D 5e