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Werebat

Medium · Humanoid · CR 3 · Lawful Evil

Source. Creature Codex
Armor Class
13 (in humanoid form, 14 (natural armor) in bat or hybrid form)
Hit Points and Hit Dice
66 (12d8+12)
Challenge Rating CR
3

Ability Scores

Core attributes and their modifiers.

STR
12
+1
DEX
16
+3
CON
12
+1
INT
10
+0
WIS
12
+1
CHA
9
-1

Overview

Category Monsters
Size Medium
Type Humanoid
Alignment Lawful Evil
XP 700
Initiative Bonus +3

Movement

Walk 30 ft (9.1 m)
Fly 50 ft (15.2 m)
Swim 15 ft (4.6 m)
Climb 15 ft (4.6 m)
Crawl 15 ft (4.6 m)

Senses

Blindsight 60 ft (18.3 m)
Passive Perception 13

Skills

Perception +3 Stealth +5

Languages

Common (can't speak in bat form)

Resistances & Immunities

Damage Immunities
bludgeoning, piercing, and slashing from nonmagical attacks not made with silver

Traits

Echolocation

The werebat can't use its blindsight while deafened.

Keen Hearing

The werebat has advantage on Wisdom (Perception) checks that rely on hearing.

Shapechanger

The werebat can use its action to polymorph into a bat-humanoid hybrid or into a Medium-sized bat, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form with the exception that only its true and bat forms retain its flying speed. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Sunlight Sensitivity

While in sunlight, the werebat has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Bite

+4 to hit, reach 5 ft (1.5 m). Hit: 2d4+2 piercing damage.

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with werebat lycanthropy.

Claws

+4 to hit, reach 5 ft (1.5 m). Hit: 1d6+2 slashing damage.

Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) slashing damage.

Mace

+4 to hit, reach 5 ft (1.5 m). Hit: 1d6+2 bludgeoning damage.

Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) bludgeoning damage.

Multiattack

In humanoid form, the werebat makes two mace attacks. In hybrid form, it makes two attacks: one with its bite and one with its claws or mace.

About Werebat

Werebat is a medium humanoid with a Challenge Rating of 3. It has a lawful evil alignment.

In combat, this creature maintains an Armor Class of 13 and possesses 66 hit points (derived from 12d8+12).

Werebat has communication capabilities including Common (can't speak in bat form). This allows it to interact verbally with various creatures and characters.

GM Tips: Using Werebat

2 tips available

When using Werebat in your D&D 5e campaign, consider these tactical approaches:

  • Flight Control Strategy: Target flying creatures with spells like 'Hold Person', 'Web', or 'Grease' to ground them. Without flight restriction, they can escape melee range easily. Consider area denial spells below their flight altitude to force them into disadvantageous positions.
  • Shapechanging Tactics: This creature can change form, potentially gaining new abilities or escaping. Use 'True Seeing' or abilities that reveal true form. Consider finishing blows before it transforms.

Player Guide: Facing Werebat

2 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Counter Flight Advantage: This creature can fly! Use ranged attacks, reach weapons, or spells like 'Thunderwave' to push it away. Consider 'Gust of Wind' or 'Earthbind' to ground it. Melee characters need fly speed or flight magic to engage.
  • Counter Shapechanging: This creature can change form! Use 'True Seeing' to see its true form. Finish it quickly before it transforms. 'Dispel Magic' might prevent transformation.

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 3.

Solo Encounter:

A single character of level 5 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 1,200 XP
  • Hard: 1,800 XP
  • Deadly: 2,400 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Werebat?
Werebat has a Challenge Rating of 3, making it appropriate for parties of level 3.0.
What type of creature is Werebat?
Werebat is a Medium Humanoid, which affects how certain spells and abilities interact with it.
What languages does Werebat speak?
Werebat can communicate in Common (can't speak in bat form).

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