Actions/Abilities/Traits: (D&D 5e)
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.
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.
Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Bat Empathy
(divination, primal) A werebat can communicate with bats.
Ability
Change Shape
(concentrate, polymorph, primal, transmutation) Human with fist for 1d4+2 bludgeoning and no fly Speed, or Medium giant bat with Speed 15 feet and fly 30 feet.
Ability
Curse of the Werebat
(curse, necromancy, primal) Saving Throw DC 15 Fortitude
Ability
Echolocation
A werebat can use their hearing as a precise sense at the listed range.
Ability
Moon Frenzy
(polymorph, primal, transmutation)
Ability
Wing Thrash [Reaction]
Circumstance: Trigger: An adjacent enemy damages the werebat;
The werebat makes one or two wing Strikes, each against a different adjacent creature.
Offense
Melee
Circumstance: combat round (melee)
fangs +10 [+5/+0] (finesse), Damage 1d8+4 slashing plus curse of the werebat
Offense
Ranged
Circumstance: combat round (ranged)
dagger +10 [+6/+2] (agile, thrown 10 feet, versatile S), Damage 1d4+4 piercing
Trait
Beast
A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.
Trait
Human
A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.
Trait
Humanoid
Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
Trait
Werecreature
These shapechanging creatures either are naturally able to shift between animal, humanoid, and hybrid forms or are afflicted with a curse that forces them to shift involuntarily.
Item
dagger (3)
studded leather
Language
bat empathy
Common
Perception
echolocation (precise) 40 feet
low-light vision
Weakness
silver 5