b'Lycanthrope, Werebat \n'b'  Family:   Lycanthropes  \n'b'  Medium   humanoid  (human, shapechanger),  lawful evil  \n'b'  Armor Class  13 in humanoid form, 14 (natural armor) in bat or hybrid form  Hit Points  66 (12d8 + 12)  Speed  30 ft. (40 ft., fly 50 ft. in bat or hybrid form)\n'b' STATS STR: 12 (+2) DEX:  16 (+3)  CON:  12 (+1)  INT:  10 (+0)  WIS:  12 (+1)  CHA:  9 (-1)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Perception  +3,  Stealth  +5  Damage Immunities  bludgeoning, piercing, and slashing from nonmagical attacks not made with silver  Senses   blindsight  60 ft., passive  Perception  13  Languages  Common (can\xe2\x80\x99t speak in bat form)  Challenge  3 (700 XP) \n'b' Special Traits \n'b'\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'  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\xe2\x80\x99t transformed. It reverts to its true form if it dies. \n'b'  Sunlight Sensitivity . While in sunlight, the werebat has disadvantage on  attack  rolls, as well as on  Wisdom  ( Perception ) checks that rely on sight. \n'b'\n'b' Actions \n'b'\n'b'  Multiattack (Humanoid or Hybrid Form Only) . 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. \n'b'  Bite (Bat or Hybrid Form Only) .  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. \n'b'  Claws (Hybrid Form Only) .  Melee Weapon Attack : +4 to hit, reach 5 ft., one creature.  Hit : 5 (1d6 + 2) slashing damage. \n'b'  Mace (Humanoid Form Only) .  Melee Weapon Attack : +4 to hit, reach 5 ft., one creature.  Hit : 5 (1d6 + 2) bludgeoning damage. \n'b'\n'b' About \n'b' A lean, muscled humanoid covered in short, velvet-like fur crouches on the rooftop, its long, membranous wings drooping to the ground like the sleeves of a long robe. Its face bears little trace of anything humanoid with large, pointed ears, needle-like teeth, black eyes, flaring nostrils, and dark fur. \n'b'  Night Hunters . Werebats hunt by night, swooping down from the darkness on unsuspecting prey and leaving mutilated corpses behind, often partially exsanguinated. When hunting, a werebat often takes on the form of a hideous, human-sized bat with a wingspan the length of a horse. \n'b'  Idolatry or Isolation . In cultures that worship bat deities, werebats are often seen as holy creatures. They may occupy clerical roles in such societies, though their tendency toward malevolence drives them to use such positions to seek greater power. Werebats living in less convenient circumstances seek out isolated lairs overlooking remote settlements, moving frequently when their gory presence draws too much attention. \n'b' Regardless of their circumstances, werebats usually have a swarm of bats at their command. \n'b'  Telltale Features . Werebats in their humanoid form often display bat-like features; a flattened or upturned nose, tufts of dark hair topping pointed ears, or sharp teeth are common.'