Werebat Warrior
Level 3Attacks
Abilities
A werebat can communicate with bats.
A werebat can use their hearing as a precise sense at the listed range.
Trigger An adjacent enemy damages the werebat
Effect The werebat makes one or two wing Strikes, each against a different adjacent creature.
- •Human
- •Melee fist +11 Damage 1d4+2
- •Animal
The werecreature changes into its humanoid, hybrid, or animal shape. Each shape has a specific, persistent appearance. A true werecreature's natural form is its hybrid shape.
In humanoid shape, the werecreature uses its original humanoid size, loses its jaws and claws Strikes, and gains a melee fist Strike that deals bludgeoning damage equal to the slashing damage dealt by its claw.
In animal shape, its Speed and size change to that of
This curse affects only humanoids.
Saving Throw DC 17 fortitude
On each full moon, the cursed creature must succeed at another Fortitude save or turn into the same kind of werecreature until dawn.
The creature is under the GM's control and goes on a rampage for half the night before falling unconscious until dawn.
When a full moon appears in the night sky, the werecreature must enter hybrid form, can't Change Shape thereafter, becomes one size larger, increases its reach by 5 feet, and increases the damage of its jaws by 2.
When the moon sets or the sun rises, the werecreature returns to humanoid form and is Fatigued for .
Effect: Moon Frenzy
Frequency once per turn
Effect The werebat unleashes a particularly powerful attack that devastates their enemy but leaves the werebat a bit unsteady. The werebat makes a melee Strike. This counts as two attacks when calculating their multiple attack penalty. If this Strike hits, the werebat deals an extra die of weapon damage.