Werebat

CREATURE 2

ne medium beast human humanoid werecreature 

Perception +9; echolocation (precise) 40 feet, low-light vision

Languages Common; bat empathy

Skills Acrobatics +8, Athletics +6, Deception +4, Society +5, Stealth +8

Str +2 Dex +4 Con +3 Int +1 Wis +3 Cha +0

Items dagger (3), studded leather

Bat Empathy (divination, primal) A werebat can communicate with bats.

Echolocation A werebat can use their hearing as a precise sense at the listed range.

AC  18; Fort +9, Ref +10, Will +7

HP 35; Weaknesses silver 5

Wing Thrash [R] Trigger An adjacent enemy damages the werebat; Effect The werebat makes one or two wing Strikes, each against a different adjacent creature.

Speed 25 feet, fly 25 feet

Melee [>] fangs +10 (finesse), Damage 1d8+4 slashing plus curse of the werebat

Melee [>] wing +10 (agile, finesse), Damage 1d6+4 bludgeoning

Melee [>] dagger +10 (agile, finesse, versatile s), Damage 1d4+4 piercing

Ranged [>] dagger +10 (agile, thrown 10 feet, versatile s), Damage 1d4+4 piercing

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.

Curse of the Werebat (curse, necromancy, primal) Saving Throw DC 15 Fortitude.

Moon Frenzy (polymorph, primal, transmutation)

Bestiary 3, page 293.

Open Werebat in the interactive creatures list or browse all creatures starting with W.