Werebat – A Lycanthropic Horror of the Night for D&D 5th Edition



The creature unfurls its membranous wings as it darts in your direction.  Its maw opens to unveil bloody fangs ready to attack.  The beast’s ears twitch as it unleashes sonar waves to better track its prey.

While a rarity compared to other werebeasts, the werebat is still a true horror of the night.  Like other lycanthropes, they’re capable of shaping themselves into beasts, as well as beastly humanoid hybrid forms.  Often confused for being a vampire, the werebat takes advantage of the ignorance of clueless monster hunters.  Much like their vampiric allies, it dreads the sun.  However, this affects them more so psychologically, rather than leaving a directly physical impact.  Despite that, they are still very tactical hunters.


Medium humanoid (human, shapechanger), lawful evil

Armor Class 13, 14 (natural armor) in bat or hybrid form

Hit Points  52 (8d8 + 16)

Speed 30 ft. (10 ft  in bat and hybrid forms); 50 ft flight (bat or hybrid)

STR 12 (+1), DEX 16 (+3), CON 14 (+2), INT 11 (+0), WIS 10 (+0), CHA (11 +0)

Skills Acrobatics +5, Perception +4

Damage Immunities bludgeoning, piercing, and slashing damage from nonmagical weapons that aren’t silvered

Senses Blindsight 60 ft., passive Perception 13

Languages Common (can’t speak in bat form)

Challenge 3 (700 XP)

Shapechanger.  The werebat can use its action to polymorph into a bat-humanoid hybrid or into a small bat, or back into its true form, which is humanoid.  Its statistics, other than its AC and size and speed, are the same in each form.  Any equipment it is wearing or carrying isn’t transformed.  It reverts to its true form if it dies.

Echolocation.  The werebat can’t use its blindsight while deafened.

Keen Hearing.  The werebat has advantage on Wisdom (Perception) checks that rely on hearing.

Sunlight Weakness.  The werebat has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when they, the target of their attack, or whatever they are trying to perceive is in direct sunlight.


Multiattack (Humanoid or Hybrid Form only).  The werebat makes two attacks, one of which may be bite if it has it available.

Bite (Bat or Hybrid Form Only).  Melee Weapon Attack: +5 to hit, reach 5 ft., one target.  Hit: 6 (1d6+3) damage.  If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werebat lycanthropy.

Dagger (Humanoid or Hybrid Form only).  Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one creature.  Hit: 5 (1d4+3) piercing damage.

For rules on Lycanthropy, please cite the Monster Manual.

Image Source: Were bat by swietopelk

Made by Doctor Necrotic, for Doctor Necrotic Media.


2 thoughts on “Werebat – A Lycanthropic Horror of the Night for D&D 5th Edition

  1. Pingback: Werebeasts – Savage Shapeshifters for D&D 5th Edition | Daemons & Deathrays

  2. Useful info, thanks for putting this together. With Wisdom 10 that perception bonus should either be +2 (skilled) or +4 (expertise). I think in previous editions werebat was Neutral Evil, but that isn’t too important. I’d probably give hybrid form a higher ground speed but with flight it isn’t a necessity.

    It might also be helpful to make a sidebar for players infected by the bite, like stat adjustments and other special rules, although 5e leaves a lot of this up to the DM. I would guess bat gets a Dex bonus like wererat.

    In my campaign I came up with a 5-point lycanthrophy infection scale, where each level gives a stat boost, but also causes changes in personality and physical appearance. At level 5 the beast pretty much takes over.

    Liked by 1 person

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