Werebat (adapted from Monsters of Færûn, Races of Færûn, and Twisted Lore)
A werebat in its humanoid form uses whatever tactics and weapons are favored by others of its kind, though it tends to be slightly more aggressive. A lycanthrope possesses the senses of its animal form, including scent and low-light vision, and it has a deep empathy for (and ability to communicate with) animals of its animal form. An afflicted lycanthrope damaged in combat may be overwhelmed by rage, causing it to change to its animal form involuntarily. Werebats use their ability to fly to maximum advantage, swooping down on unsuspecting prey and flying out of range. They prefer to use their echolocation to their advantage, waiting until nightfall and attacking from above.
"Werebat" is a template that can be added to any humanoid creature, that creature referred to hereafter as the "character". The werebat takes on the characteristics of a dire bat, referred to hereafter as the "animal". Creatures with this template use all of the base creature's statistics and special abilities, except as noted here:
- Lycanthropic Affinity (Su): Werebats can communicate and empathize with normal or dire bats. This gives them a +4 bonus on checks made to influence the bat's attitude and allows the werebat to communicate simple concepts and (if the animal is friendly) commands to the animal, such as "friend", "foe", "flee", or "attack".
- Curse of Lycanthropy (Su): Any humanoid injured by a werebat but not actually killed has a chance to contract lycanthropy after the encounter is over. This chance equals 1% per point of damage dealt by the lycanthrope's natural attacks; if several lycanthropes of the same type injure the character, add the chances together. Damage from different types of lycanthropes must be tracked separately. A character killed by a lycanthrope and then raised or resurrected has a 100% chance of contracting lycanthropy.
- Alternate Form (Su): All werebats can shift into the form of a dire bat and a dire bat-humanoid hybrid. Changing to or from animal or hybrid form is a full-round action. The hybrid form's wings do not allow flight, but slow any falls with a feather fall effect. The dire bat form is preferred for evasion, scouting, or ambushing large groups. Upon assuming natural form, the lycanthrope regains hit points as if having rested for a day. If slain, the lycanthropic creature reverts to its humanoid form, though it remains dead. A part of the body separated from the whole retains its natural form however. This shapeshifting ability can be difficult for some lycanthropes to control.
- Damage Reduction (Su): A werebat's animal and hybrid forms gain damage reduction 15/silver.
- Low-Light Vision (Ex): The werebat gains low-light vision in any form.
- Scent (Ex): The werebat gains scent in any form.
- Sonar (Ex): Werebats emit high-frequency sounds, inaudible to other creatures, that allow them to locate objects and creatures within 120 feet. Echolocation is as precise as sight, but does not reveal color. It is effective even in darkness, fog, or similar conditions of low visibility. it reveals invisible creatures. A silence spell negates echolocation and forces the werebat to rely upon its weak vision, which has a maximum range of 10 feet in its bat form.
- Slow Fall (Ex): A werebat in hybrid form has wings that are not strong enough to permit flight, but allow the werebat to glide. A werebat in hybrid form is treated as if it had feather fall cast upon it whenever it falls. A werebat in hybrid form can elect to fall faster, but suffers the normal consequences from doing so.
Lycanthropy As an Affliction
When a character contracts lycanthropy through a lycanthrope’s natural attacks (see above), no symptoms appear until the first night of the next full moon. On that night, the afflicted character involuntarily assumes animal form and forgets his or her own identity, temporarily becoming an NPC. The character remains in animal form, assuming the appropriate alignment, until the next dawn.
Changing form is a standard action. If the change is involuntary, the character performs the change on his next turn following the triggering event. An afflicted character who is not aware of his condition remains in animal form until the next dawn. An afflicted character who is aware of his or her condition (see above) can try to resume humanoid form following a change (voluntary or involuntary) with a Control Shape check, but if he fails his check, he remains in animal (or hybrid) form until the following dawn.
An afflicted character who eats a sprig of belladonna (also called wolfsbane) within 1 hour of a lycanthrope’s attack can attempt a DC 20 Fortitude save to shake off the affliction. If a healer administers the herb, use the character’s save bonus or the healer’s Heal modifier, whichever is higher. The character gets only one chance, no matter how much belladonna is consumed. The belladonna must be reasonably fresh (picked within the last week).
Werebats as Characters
Becoming a werebat does not necessarily change a character’s favored class but usually changes alignment (see above). This alignment change may cause characters of certain classes to lose some of their class features.
- Abilities: +2 Wisdom. In dire bat or hybrid form the werebat character gains +6 Strength, +12 Dexterity, and +6 Constitution.
- Size: Same as the base creature or the base animal form.
- Racial Hit Dice: A werebat gains 4d8 racial hit dice. As a result of these hit dice, a werebat has +3 Base Attack Bonus, +3 base Fortitude save bonus, +4 base Reflex save bonus, and +4 base Will save bonus.
- Racial Skills: A werebat adds skill points for its animal Hit Dice. It gains skill points equal to (2 + Intelligence modifier, minimum 1) x 7. The werebat's racial skills are Hide, Listen, Move Silently, and Spot. The werebat’s maximum skill ranks are equal to its animal form Hit Dice + its racial Hit Dice (if any) + its class levels + 3. Any racial skill adjustments of the werebat’s base race and its animal form (but not conditional adjustments) are added to its skill modifiers in any form.
- Racial Feats: Werebats gain Skill Augmentation (Listen and Spot), Skill Augmentation (Hide and Move Silently), and Iron Will as bonus feats.
- +2 natural armor bonus in any form.
- Special Qualities: Alternate form (dire bat or dire bat-humanoid hybrid), bat empathy, curse of lycanthropy (in animal or hybrid form only), sonar, slow fall, low-light vision, and scent. In addition, a werebat gains damage reduction as follows:
- Afflicted lycanthrope: Damage reduction 5/silver (in animal or hybrid form only).
- Natural lycanthrope: Damage reduction 10/silver (in animal or hybrid form only).
- Automatic Languages: As base creature.
- Favored Class: Same as the base creature.
- Level Adjustment: Same as the base creature +5 (afflicted) or +6 (natural).