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When an ulitharid finds sharing leadership with an el-  WEREBAT
             der brain to be insufferable, it breaks off from the colony,
                                                               A werebat is a humanoid afflicted with a rare form of
             taking a group of mind flayers with it, and forms a new
             colony. After the death of the ulitharid's body, mind flay-  lycanthropy that enables it to transform into a giant bat
             ers place its brain in a brine pool, where it grows into an   or a bat-humanoid hybrid. (See the Monster Manual for
                                                               more information on lycanthropy.) Most werebats are of
             elder brain over a few days.
                                                               goblin stock.
              Extractor Staff. Each ulitharid carries a psionically
                                                                 Deep Dwellers. Werebats are shunned even by goblin
             enhanced staff made of black metal. When the ulitharid
             is ready to give up its body, it attaches the staff to the   society because of their need to feed on blood to survive.
             back of its head and uses the staff to crack open its own   They prefer to lair in dark places, such as attics and
             skull and peel it apart, enabling its brain to be extracted   caves, and typically adopt nocturnal hunting habits.
             and placed in a brine pool, where it can grow into an el-  Blood Drinkers. A werebat must consume at least 1
                                                               pint of fresh blood each night, or it weakens and gains
             der brain. The staff serves no other purpose.
                                                               one level of exhaustion that no amount of rest alone can
                                                               remove. Each pint of blood the werebat consumes re-
                                                               moves one level of exhaustion gained in this fashion.
                                                                 Werebat Lycanthropy. A player character who be-
                                                               comes a werebat gains a Dexterity of 17 if their score
                                                               isn't already higher. Attack and damage rolls for the
                                                               werebat's bite attack are based on the character's
                                                               Strength or Dexterity score, whichever is higher.






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            WERE BAT                                           Nimble Escape (Humanoid Form Only). The werebat can take
                                                               the Disengage or Hide action as a bonus action on each of
             Small humanoid (goblin, shapechanger), neutral evil
                                                               its turns.
             Armor Class 13                                    Sunlight Sensitivity. While in sunlight, the werebat has dis·
             Hit Points 24 (7d6)                               advantage on attack rolls, as well as on Wisdom (Perception)
             Speed 30 ft. (climb 30 ft., fly 60 ft. in bat or hybrid form)   checks that rely on sight.

               STR    DEX     CON     INT    WIS    CHA        ACT IONS
              8 (-1)   17 (+3)   10 (+O)   10 (+O)   12 (+l)   8 (-1 )
                                                               Multiattack (Humanoid or Hybrid Form Only). In humanoid
                                                               form, the werebat makes two scimitar attacks or two shortbow
             Skills Perception +3, Stealth +S                  attacks. In hybrid form, it can  make one bite attack and one
             Damage Immunities bludgeoning,  piercing, and slashing from
              nonmagical attacks not made with silvered weapons   scimitar attack.
             Senses darkvision 60 ft., passive Perception 13   Bite (Bat or Hybrid Form Only). Melee Weapon Attack: +S to
             Languages Goblin (can't speak in bat form)
                                                               hit, reach  S ft., one creature. Hit: 6 (ld6 + 3)  piercing dam-
            Challenge 2 (450 XP)
                                                               age, and the werebat gains temporary hit points equal to the
                                                               damage dealt. If the target is a humanoid, it must succeed on
             Shapechanger. The werebat can  use its action to polymorph   a DC  l 0 Constitution saving throw or be cursed with were bat
             into a Medium bat-humanoid hybrid, or into a Large giant bat,   lycanthropy.
             or back into its true form, which is humanoid. Its statistics,
             other than its size, are the same in each form. Any equipment   Scimitar (Humanoid or Hybrid Form Only). Melee Weapon
             it is wearing or carrying isn't transformed. It reverts to its true   Attack: +S to hit, reach  S ft., one target. Hit: 6 (ld6 + 3)  slash-
             form if it dies.                                  ing damage.
             Echolocation (Bat or Hybrid Form Only). The werebat has   Shortbow (Humanoid or Hybrid Form Only). Ranged Weapon
             blindsight out to a range of 60 feet as long as it's not deafened.   Attack: +S to hit, range 80/320 ft., one target. Hit: 6 (ld6 + 3)
                                                               piercing damage.
             Keen Hearing. The werebat has advantage on Wisdom  (Percep·
             tion) checks that rely on hearing.

                                                                                  APPENDIX A  I DUNGEON DENJZENS
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