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Werebat CR: 4

Medium monstrosity, chaotic evil
Armor Class: 13
Hit Points: 58 (9d8 + 18) 9d8+18
Speed: 20 ft , fly: 60 ft

STR

15 +2

DEX

16 +3

CON

14 +2

INT

10 +0

WIS

16 +3

CHA

10 +0

Saving Throws: Dexterity +5, Constitution +4
Skills: Perception +5, Stealth +5
Damage Vulnerabilities: Bludgeoning, Piercing and Slashing damage from Silver Weapons
Damage Immunities: Non-Magical Bludgeoning, Piercing and Slashing
Condition Immunities: Disease
Senses: blindsight 60 ft,. passive Perception 15
Languages: Common (cannot speak in Bat Form)
Challenge Rating: 4

Echolocation. The werebat can't use its blindsight while deafened.   Keen Hearing and Smell. The werebat has advantage on Wisdom (Perception) checks that rely on hearing or smell.   Hunter. The werebat rolls attacks with advantage against creatures who are frightened by it.

Actions

Multiattack. The werebat makes up to two attacks: one with its bite, or two with its claws. (This does not stack with extra attack.)   Blooddrinker Bite. Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit: 8 (1d10 + 2) piercing damage, plus 6 (1d10) necrotic damage. The werebat heals by half the amount of necrotic damage dealt, rounded down. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with werebat lycanthropy.   Claws. Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit: 7 (2d4 + 2) slashing damage. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or contract Sanguinare Vampiris.   Screech. Uses its action to screech, forcing each creature of its choice within 30 feet of it to make the Wisdom saving throw (DC equal to 12 + Charisma modifier). On a failed save, a target takes 7 (2d6) psychic damage and becomes frightened for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success.

Harvesting: Vampire Dust, Human Heart, Werebat Hide, Black Soul

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