{"name":"Werebat","challenge_rating":"4","xp":"","types":"Monstrosity","pb":"","size":"Medium","sizer":"NONE","languages":"Common (cannot speak in Bat Form)","alignment":"Chaotic Evil","description":"[b]Harvesting:[\/b] [blocklink:1484383], [blocklink:1479346], Werebat Hide, Black Soul","suggested_environments":"","armor_class":"13","hit_points":"58 (9d8 + 18) [roll:9d8+18]","strength":"15","dexterity":"16","constitution":"14","intelligence":"10","wisdom":"16","charisma":"10","base_movement_units":"","base_movement_in_ft":"20","fly_movement_in_ft":"60","burrow_movement_in_ft":"","swim_movement_in_ft":"","climb_movement_in_ft":"","senses":"blindsight 60 ft,. passive Perception 15","skills":"Perception +5, Stealth +5","saving_throws":"Dexterity +5, Constitution +4","damage_vulnerabilities":"Bludgeoning, Piercing and Slashing damage from Silver Weapons","damage_resistances":"","damage_immunities":"Non-Magical Bludgeoning, Piercing and Slashing","condition_immunities":"Disease","spellcasting":"","cast_at_will":"","cast_one_per_day":"","cast_twice_per_day":"","cast_thrice_per_day":"","special_abilities":"[b]Echolocation.[\/b] The werebat can't use its blindsight while deafened.\r\n\r\n[b]Keen Hearing and Smell.[\/b] The werebat has advantage on Wisdom (Perception) checks that rely on hearing or smell.\r\n\r\n[b]Hunter.[\/b] The werebat rolls attacks with advantage against creatures who are frightened by it.","actions":"[b]Multiattack.[\/b] The werebat makes up to two attacks: one with its bite, or two with its claws. (This does not stack with extra attack.)\r\n\r\n[b]Blooddrinker Bite.[\/b] Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit: 8 (1d10 + 2) piercing damage, plus 6 (1d10) necrotic damage. The werebat heals by half the amount of necrotic damage dealt, rounded down. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with werebat lycanthropy.\r\n\r\n[b]Claws[\/b]. Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit: 7 (2d4 + 2) slashing damage. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or contract [blocklink:1467389].\r\n\r\n[b]Screech.[\/b] Uses its action to screech, forcing each creature of its choice within 30 feet of it to make the Wisdom saving throw (DC equal to 12 + Charisma modifier). On a failed save, a target takes 7 (2d6) psychic damage and becomes frightened for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success.","bonus_actions":"","reactions":"","legendary_actions":"","lair_description":"","lair_actions":"","regional_effects":"","motivation":"","tactics":"","image_gallery_id":"6252940","source":"","tags":"Monstrosity, CR 4","isShared":"on","templateId":"2991","blockId":"1508089","world":"f4f8efb5-511a-4465-a937-ff6eb7572bd9","folder":"31473"}