Werebat (Drow Form) (CR 4)
Medium Humanoid (Elf and Shapechanger)
Alignment: Always neutral evil
Initiative: +1 (Dex); Senses: low-light vision, scent, light blindness, Listen +7, and Spot +9
AC: 18 (+1 Dex, +2 natural, +4 chain shirt, +1 light steel shield), touch 11; flat-footed 17
Hit Dice: 1d8 plus 4d8+12 (34 hp)
Fort +6, Ref +5, Will +4
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +4; Grapple +5
Attack: Rapier +6 melee or hand crossbow +5 ranged (1d4/19-20)
Full Attack: Rapier +6 melee or hand crossbow +5 ranged
Damage: Rapier 1d6+1/18-20, hand crossbow 1d4/19-20
Special Attacks/Actions: Poison, spell-like abilities
Abilities: Str 13, Dex 13, Con 10, Int 12, Wis 11, Cha 10
Special Qualities: Alternate form, bat empathy, resistance, SR 12
Feats: Alertness; Stealthy; Weapon Focus (rapier)
Skills: Hide +5, Listen +7, Move Silently +3, Search +5, and Spot +9
Advancement: By character class
Climate/Terrain: Underground
Organization: Solitary, pair, or colony (2-4 plus 2-4 dire bat
Treasure/Possessions: Standard
Source:
Lost Empires of Faerûn
Curse of Lycanthropy (Su): Any humanoid or giant hit by the bite attack of a drowwerebat in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.
Poison (Ex): An opponent hit by a drow werebat's poisoned weapon must succeed on a DC 13 Fortitude save or fall unconscious. After 1 minute, the subject must succeed on another DC 13 Fortitude save or remain unconscious for 2d4 hours. A typical drow werebat carries 1d4-1 doses of drow knockout poison. Drow typically coat their arrows and crossbow bolts with this poison, but it can also be applied to a melee weapon. Drow have no special ability to apply poison safely, and since the effect of this poison is not magical, drow and other elves are susceptible to it.
Spell-Like Abilities: 1/day - dancing lights, darkness, faerie fire. Caster level equals drow werebat's class levels.
Alternate Form (Su): A drow werebat can assume the form of a dire bat or a bat-drow hybrid.
Bat Empathy (Ex): A drow werebat can communicate with bats and dire bats. It gains a +4 racial bonus on Charisma-based checks made against such creatures.
Blindsense (Ex): A drow werebat uses echolocation to pinpoint creatures within 40 feet. Opponents still have total concealment against the drow werebat unless it can actually see them.
Light Blindness: Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds drow werebats in drow form for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.
Resistance: A drow werebat gains a +2 racial bonus on Will saves against spells and spell-like abilities.
Skills: A drow werebat in hybrid or bat form has a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsense is negated.
A drow werebat uses its flying ability to maximum advantage, swooping down to attack unsuspecting prey and then flying out of range.
Shapechanger Subtype
A shapechanger has the supernatural ability to assume one or more alternate forms. Many magical effects allow some kind of shape shifting, and not every creature that can change shapes has the shapechanger subtype.
Traits: A shapechanger possesses the following traits (unless otherwise noted in a creature's entry).
- Proficient with its natural weapons, with simple weapons, and with any weapons mentioned in the creature's description.
- Proficient with any armor mentioned in the creature's description, as well as all lighter forms. If no form of armor is mentioned, the shapechanger is not proficient with armor. A shapechanger is proficient with shields if it is proficient with any type of armor.