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 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)
Werebat
Werebats form organized colonies of opportunistic hunters. They aren’t shy about transforming creatures to add to their colony, whom they initiate with elaborate social ceremonies and bloody hazing. The curse of the werebat gives them a strong urge to prey upon on weaker, lonely creatures. True werebats are often unusually tall and thin, with angular features. In combat, werebats favor their unarmed attacks because they can’t fly while wielding weapons in their wings.