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Lycanthrope: Werebat

by Sheldon Morris

Medium humanoid (human, shapechanger), chaotic evil
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Armour Class 13
Hit Points 44 (8d8 + 8)
Speed 20 ft., (fly 50 ft. (hover) in bat form)
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STR|DEX|CON|INT|WIS|CHA
11 (+0)|16 (+3)|12 (+1)|12 (+1)|11 (+0)|9 (-1)
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Skills Perception +2
Damage Immunities bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
Senses blindsight 60 ft., passive Perception 12
Languages Common, (can't speak in bat form)
Challenge 2 (450 XP)
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Echolocation. (Bat or Hybrid Form Only) The werebat can't use its blindsight while deafened.

Shapechanger. The werebat can use its action to polymorph into a bat-humanoid hybrid or into a 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.

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ACTIONS
Multiattack. (Humanoid or Hybrid Form Only). The werebat makes two attacks, only one of which can be a bite.

Dagger (Humanoid or Hybrid Form Only). Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., . one target.
Hit: 5 (1d4 + 3) piercing damage.

Sling (Humanoid or Hybrid Form Only). Ranged Weapon Attack: +5 to hit, range range 30/120 ft., one target.
Hit: 5 (1d4 + 3) bludgeoning damage.

Bite (Bat or Hybrid Form Only). Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 3 (1d6) piercing damage. If the target is a humanoid, it must succeed on a DC 11 Constitution saving throw or be cursed with werebat lycanthropy.