Page 318 - Waterdeep - Dungeon of the Mad Mage_Neat
P. 318
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.
I
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

