b'Werebat \n'b'  Family:   Lycanthropes  \n'b'  Medium   humanoid  (human, shapechanger),  neutral evil  \n'b'  Armor Class  13  Hit Points  58 (13d8)  Speed  30 ft. (fly 60 ft. in hybrid or bat form)\n'b' STATS STR: 14 (+2) DEX:  19 (+4)  CON:  11 (+0)  INT:  10 (+0)  WIS:  14 (+2)  CHA:  11 (+0)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Skills   Perception  +4  Damage Immunities  bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered  Senses   blindsight  60 ft. in hybrid or bat form, passive  Perception  14  Languages  Common, plus up to one other language (can\xe2\x80\x99t speak in bat form)  Challenge  3 (700 XP) \n'b' Special Traits \n'b'   Shapechanger . The werebat can use its action to  polymorph  into a bat-humanoid hybrid, or into a Large  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\xe2\x80\x99t transformed. It reverts to its true form if it dies. \n'b'  Echolocation . The werebat can\xe2\x80\x99t use its  blindsight  while deafened. \n'b'  Keen Hearing . The werebat has advantage on  Wisdom  ( Perception ) checks that rely on hearing. \n'b'  Actions \n'b'   Multiattack (Humanoid or Hybrid Form Only) . The werebat makes two attacks: one with its bite, and one with its dagger or claws. \n'b'  Bite (Hybrid or Bat Form Only) .  Melee Weapon Attack : +6 to hit, reach 5 ft., one target.  Hit : 7 (1d6 + 4) piercing damage. If the target is a  humanoid , it must succeed on a DC 10  Constitution  saving throw, or be cursed with werebat lycanthropy. \n'b'  Claws (Hybrid Form Only) .  Melee Weapon Attack : +6 to hit, reach 5 ft., one target.  Hit : 6 (1d4 + 4) slashing damage. \n'b'  Dagger (Humanoid Form Only) .  Melee or Ranged Weapon Attack : +6 to hit, reach 5 ft. or range 30/60 ft., one target.  Hit : 6 (1d4 + 4) piercing damage. \n'b'  Screech (Hybrid or Bat Form Only; Recharges 5-6) . The werebat emits a high-pitched cry. Each creature in a 15-foot cone must make a DC 12  Constitution  saving throw. A creature takes 7 (2d6) thunder damage on a failed save, or half as much damage on a successful one. \n'b'  About \n'b' Werebats retain a position close to the bottom of the  lycanthrope  pecking order, potentially due to the obvious comparisons to vampiric transformation (a stigma which werewolves manage to avoid, seemingly through physical intimidation alone). Amongst other lycanthropes, werebats tend towards resentful sycophancy though, when left to their own devices, their ability to fly can fill them with a feeling of superiority over lesser \xc2\x91walkers\xc2\x92.'