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Lycanthrope, Werebat

bat, night, creepy, Lycanthrope, Werebat

This sharp-featured, angular humanoid has protruding fangs, a scruffy-haired body, and thin, membranous tissue connecting its arms to its sides.

Ecology

Werebats exalt in the freedom of flight and delight in the taste of flesh. Whereas some lycanthropes try to maintain some sense of humanity while living with their condition, they are less inclined to do so and tend to abuse their powers. Their hunger for blood and the chaos often resulting from such impulsions tend to make wholesome living difficult for werebats, and so most simply give in to their bestial natures.

Those who wish for a less gruesome and more respectable lifestyle are in constant struggle with forces both internal and external to themselves. Natural werebats can control their primal urges but are subject to the corrupting atmosphere that is werebat society, always under pressure to submit to the influence of a werebat master. Afflicted werebats have it far worse, their bodies in constant conflict with themselves in addition to the external forces urging them to give in.

One of the most telltale signs of one is blindness – about half of natural werebats are born with poor vision and need strong spectacles, and some are even completely blind. They make up for this deficiency with other heightened senses, however, and possess sharp hearing as well as strong senses of taste and smell. In cultures where it does not behoove one to have a lycanthropic background, werebats with poor vision tend to simply go without glasses, as their keen ears are more than able to compensate.

Of course, the most obvious sign of werebat lycanthropy appears beneath the full moon, when an afflicted werebat cannot help but transform into its bestial shape. Werebats in animal form are far more savage looking than average bats and resemble their dire cousins to a greater extent.

Source: Pathfinder d20pfsrd.com

Werebat (Human Form) CR 3
XP 800

Human natural werebat fighter 3

NE Medium humanoid (human, shapechanger)

Init +2; Senses Low-Light Vision, Scent; Perception +2
DEFENSE
AC 19, touch 12, flat-footed 17 (+6 armor, +2 Dexterity, +1 shield)

hp 29 (3d10+12)

Fort +6, Ref +3, Will +3; +1 vs. fear

Defensive Abilities bravery +1
OFFENSE
Speed 30 ft.

Melee mwk bastard sword +7 (1d10+2/19-20)

Ranged mwk longbow +6 (1d8/x3)
STATISTICS
Strength 15, Dexterity 15, Constitution 17, Intelligence 11, Wisdom 14, Charisma 8

Base Atk +3; CMB +5; CMD 17

Feats Agile Maneuvers, Cleave, Combat Reflexes, Power Attack, Weapon Focus (bastard sword)

Skills Climb +2, Handle Animal +4, Intimidate +4, Survival +7, Swim +1

Languages Common

SQ armor training 1, change shape (human, hybrid, and bat; polymorph), lycanthropic empathy (bats and dire bats)
SPECIAL ABILITIES
Change Shape (Su)   They have three forms – a humanoid form, an animal form, and a hybrid form. Equipment does not meld with the new form between humanoid and hybrid form but does between those forms and animal form. They can shift to any of its three alternate forms as a move-equivalent action. If slain, he reverts to its humanoid form, but remains dead.  

Curse of Lycanthropy (Su)   The werebat’s bite attack in animal or hybrid form infects a humanoid target with lycanthropy (Fortitude DC 15 negates). If the victim’s size is not within one size category, this ability has no effect.  

Lycanthropic Empathy (Ex) In any form, they can communicate and empathize with bats and dire bats. He can use Diplomacy to alter such an animal’s attitude, and when so doing gain a +4 racial bonus on the check.
ECOLOGY
Environment temperate forests or hills

Organization solitary, pair, or gang (3-5)

Treasure NPC gear (chainmail, light steel shield, masterwork longbow with 20 arrows, masterwork bastard sword, other treasure)
Werebat (Hybrid Form) CR 3
XP 800

Human natural werebat fighter 3

NE Medium humanoid (human, shapechanger)

Init +2; Senses Low-Light Vision, Scent; Perception +2
DEFENSE
AC 20, touch 12 flat-footed 18 (+6 armor, +2 Dexterity, +2 natural)

hp 29 (3d10+12)

Fort +6, Ref +3, Will +3; +1 vs. fear

Defensive Abilities bravery +1, DR 10/silver
OFFENSE
Speed 30 ft., Fly 40 ft. (average)

Melee bite +7 (1d6+4 plus curse of lycanthropy), 2 claws +7 (1d4+4)
STATISTICS
Strength 17, Dexterity 15, Constitution 19, Intelligence 11, Wisdom 14, Charisma 8

Base Atk +3; CMB +6; CMD 18

Feats Agile Maneuvers, Cleave, Combat Reflexes, Power Attack, Weapon Focus (bastard sword)

Skills Climb +3, Fly +4, Handle Animal +4, Intimidate +4, Survival +7, Swim +2; Racial Modifiers +4 Fly

Languages Common

SQ armor training 1, change shape (human, hybrid, and bat; polymorph), lycanthropic empathy (bats and dire bats)
SPECIAL ABILITIES
Change Shape (Su)   They have three forms – a humanoid form, an animal form, and a hybrid form. Equipment does not meld with the new form between humanoid and hybrid form but does between those forms and animal form. They can shift to any of its three alternate forms as a move-equivalent action. If slain, he reverts to its humanoid form, but remains dead.  

Curse of Lycanthropy (Su)
  Their bite attack in animal or hybrid form infects a humanoid target with lycanthropy (Fortitude DC 15 negates). If the victim’s size is not within one size category, this ability has no effect.  

Lycanthropic Empathy (Ex)
In any form, they can communicate and empathize with bats and dire bats. He can use Diplomacy to alter such an animal’s attitude, and when so doing gain a +4 racial bonus on the check.
ECOLOGY
Environment temperate forests or hills

Organization solitary, pair, or gang (3-5)

Treasure NPC gear (chainmail, light steel shield, masterwork longbow with 20 arrows, masterwork bastard sword, other treasure)

Lycanthrope, Werebat

A lean, muscled humanoid covered in short, velvet-like fur crouches on the rooftop, its long, membranous wings drooping to the ground like the sleeves of a long robe. Its face bears little trace of anything humanoid with large, pointed ears, needle-like teeth, black eyes, flaring nostrils, and dark fur.

Family: Lycanthropes

Medium humanoid (human, shapechanger), lawful evil

Armor Class 13 in humanoid form, 14 (natural armor) in bat or hybrid form
Hit Points 66 (12d8 + 12)
Speed 30 ft. (40 ft., fly 50 ft. in bat or hybrid form)

STRDEXCONINTWISCHA
12 (+2)16 (+3)12 (+1)10 (+0)12 (+1)9 (-1)

Skills Perception +3, Stealth +5
Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks not made with silver
Senses blindsight 60 ft., passive Perception 13
Languages Common (can’t speak in bat form)
Challenge 3 (700 XP)

Special Traits

  • Echolocation. The werebat can’t use its blindsight while deafened.
  • Keen Hearing. The werebat has advantage on Wisdom (Perception) checks that rely on hearing.
  • Shapechanger. The werebat can use its action to polymorph into a bat-humanoid hybrid or into a Medium-sized bat, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form with the exception that only its true and bat forms retain its flying speed. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.
  • Sunlight Sensitivity. While in sunlight, the werebat has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

  • Multiattack (Humanoid or Hybrid Form Only). In humanoid form, the werebat makes two mace attacks. In hybrid form, it makes two attacks: one with its bite and one with its claws or mace.
  • Bite (Bat or Hybrid Form Only)Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with werebat lycanthropy.
  • Claws (Hybrid Form Only)Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) slashing damage.
  • Mace (Humanoid Form Only)Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) bludgeoning damage.

About

Night Hunters. Werebats hunt by night, swooping down from the darkness on unsuspecting prey and leaving mutilated corpses behind, often partially exsanguinated. When hunting, a werebat often takes on the form of a hideous, human-sized bat with a wingspan the length of a horse.

Idolatry or Isolation. In cultures that worship bat deities, werebats are often seen as holy creatures. They may occupy clerical roles in such societies, though their tendency toward malevolence drives them to use such positions to seek greater power. Werebats living in less convenient circumstances seek out isolated lairs overlooking remote settlements, moving frequently when their gory presence draws too much attention.

Regardless of their circumstances, werebats usually have a swarm of bats at their command.

Telltale Features. Werebats in their humanoid form often display bat-like features; a flattened or upturned nose, tufts of dark hair topping pointed ears, or sharp teeth are common.

Section 15: Copyright Notice

Creature Codex. © 2018 Open Design LLC; Authors Wolfgang Baur, Dan Dillon, Richard Green, James Haeck, Chris Harris, Jeremy Hochhalter, James Introcaso, Chris Lockey, Shawn Merwin, and Jon Sawatsky.

Werebat Masters  

Werebat Master
AI Generated Artwork – NightCafe Creator

Werebats are instinctually inclined to participate in a group mentality, taking flight with other lycanthropic beings in pursuit of a singular goal set forth by a werebat master. Werebat masters are often simply the strongest of the werebats in the region, though in werebat culture—where physical strength is the key determiner of social standing—this means a great deal.  

When a rogue werebat steps out of line to challenge a werebat master, a short period of chaos is sure to follow, with loyal followers of the reigning master eagerly seeking to show their dedication by swiftly removing the renegade and any allies he may possess.  

Of course, a master, having so many eyes and ears at her disposal, is never caught by surprise when a rebellious individual seeks her out, and often welcomes the challenge should the dissenter live long enough to make it to her doorstep. A werebat challenger who has defeated loyalist assassins has already proven himself as a worthy adversary, and long-standing werebat masters revel in the thrill of a deadly battle, so mundane has their life of leisure often become.

Sometimes non-afflicted humanoids seek to challenge a werebat master. Whether these self-proclaimed heroes are hunters of fortune, power, or freedom, they are greeted with far less respect than a rebelling werebat, and werebat masters do what they can to immediately rid themselves of the nuisances. Far more vicious and eager in their pursuit of these unturned individuals, werebat assassins waste little time in exterminating them, so such ‘heroes’ are few and far between.  

Fusing the primal thirst of the ravenous bat and the unique abilities of individual humanoids, the werebat is a hybrid creature constituting both bloodlust and cunning. As opposed to vampires, who share some similar abilities with werebats and are often confused with them, these lycanthropic beings are often more savage in their behavior and far less calculating than the shapeshifting undead. As though to prove a point, some go out of their way to take down powerful vampire lords and commandeer the vampires – higher position – though many also become slaves to such undead afterunderestimating their prowess.  

Natural werebats typically look like normal members of their race, though they often have dark hair, slight frames, severe features, and slightly pointed ears. They typically stand slightly taller than normal for their race, but weigh significantly less.  

Habitat & Society

Werebats possess a pack mentality akin to their bestial kin’s, and are able to fly in large, coordinated packs and execute complex maneuvers easily and agilely. This instinctual group dynamic manifests itself in both lycanthropic and humanoid form, the surrounding society reflecting this pack mentality in legal as well as civil configuration. Entire packs often live in close proximity to one another, and sometimes even entire towns fall to the power of the winged lycanthropes.

Almost always serving a higher master and subscribing to an unspoken understanding of (one for all,) they place great importance on meetings and gatherings, holding such events at barren locations such as caves and abandoned castles where the horde will be undisturbed. These gatherings are largely ornamental in purpose and merely provide the afflicted individuals with some sense of unity rather than being a means to any constructive end. Nevertheless, it is a great taboo in their culture to show any disrespect toward collaborative efforts or to each other during assemblies, and any infighting is met with harsh punishment.

Turning an individual into a werebat is not ritualistic or organized by any means, unlike other facets of werebat culture. They themselves feel indifferent about transforming unaffected individuals into afflicted werebats; the disease is spread more often because a werebat doesn’t have enough time to finish slaying her victim before she is caught mid-act or her prey has otherwise escaped her, carrying a cursed scratch as a memento of the occasion.

Only later does the individual realize what has happened, and usually too late. In paranoid societies, the horror upon realizing one’s own transformation is usually matched with self-loathing and sometimes even drastic measures such as suicide – for in certain regions werebat-hate is so strong that it is easier to simply end it oneself than face the imminent and almost always malicious persecution of one’s peers.

Section 15: Copyright Notice – Pathfinder Adventure Path #45: Broken Moon

Pathfinder Adventure Path #45: Broken Moon. © 2011, Paizo Publishing, LLC; Author: Tim Hitchcock.

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