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<blockquote data-quote="DonaldRumsfeldsTofu" data-source="post: 544374" data-attributes="member: 9008"><p>This is probably illegal, but I'm a rebel.</p><p></p><p>Werebat</p><p>Huge Shapechanger</p><p>HitDice: 4d8+12 (30 HP)</p><p>Initiative: +0; +6 (+2 Dex, +4 Improved Initiative)</p><p>Speed: 30 ft.; 20 ft., fly 40 ft. (average) as bat</p><p>AC: 10; 22 (-2 size, +2 Dex, +12 natural) as bat</p><p>Attacks: Unarmed Strike +0 melee; or bite +4 melee as bat</p><p>Damage: Unarmed Strike 1d3 subdual; bite 2d6+4 as bat</p><p>Face/Reach: 5 ft. by 5 ft./5 ft.; 15 ft. by 15 ft./10 ft. as bat</p><p>Special Attacks: Bat empathy; plus curse of lycanthropy as bat</p><p>Special Qualities: Sonar, damage reduction 15/silver as bat</p><p>Saves: Fort +9 Ref +6 Will +7</p><p>Abilities: Str 17, Dex 15, Con 17, Int 12, Wis 12, Cha 10</p><p>Skills: Listen +10*, Move Silently +7, Spot +10* as bat</p><p>Feats: Flyby Attack, Improved Initiative as bat</p><p>________________________</p><p>Climate/Terrain: Temperate and warm desert, forest, hills, plains, and underground</p><p>Organization: Solitary</p><p>Challenge Rating: 4</p><p>Treasure: Standard</p><p>Alignment: Always Nuetral Evil</p><p>Advancement: By character class</p><p></p><p>In humanoid form, all of the sample lycanthropes have the following ability scores: Str 11, Dex 11, Con 11, Int 12, Wis 12, Cha 10. Their only skill is a Craft or Profession skill as +7, and they have Skill Focus in that skill as their one feat</p><p></p><p>Werebats in humanoid form tend to be dark-eyed, shy, and elusive. They have pug-noses and sharp teeth, and tend to avoid bright light and favor raw meat.</p><p></p><p><span style="color: royalblue">Combat</span> </p><p>Werebats use their ability to fly to a maximum advantage, swooping down on unsuspecting prey and flying out of range</p><p><strong>Sonar (Ex):</strong> Werebats emit high-frequency sounds, inaudable to most other creatures, that allow them to locate objects and creatures within 120 feet. Echolocation is as percise as sight, but does not revel 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 on it's weak vision, which has the maximum range of 10 feet in it's bat form.</p><p></p><p><strong>Skills:</strong> *Werebats gain a +4 bonus to Spot and Listen checks while using sonar</p><p></p><p><span style="color: royalblue">In the Realms</span> </p><p>Werebats are often found in the Underdark, and frequently come from drow stock. As such, they often have significantly better skills, ability scores, and class abilities then the simple commoner werebat described above.</p><p></p><p>Taken from pages 91 and 92 under the template appendix in "Dungeons and Dragons(R) Monster Compendium: Monsters of Faerun" (c) 2001, 2002 Wizards of the Coast, inc. Made in the USA. Please don't sue me.</p></blockquote><p></p>
[QUOTE="DonaldRumsfeldsTofu, post: 544374, member: 9008"] This is probably illegal, but I'm a rebel. Werebat Huge Shapechanger HitDice: 4d8+12 (30 HP) Initiative: +0; +6 (+2 Dex, +4 Improved Initiative) Speed: 30 ft.; 20 ft., fly 40 ft. (average) as bat AC: 10; 22 (-2 size, +2 Dex, +12 natural) as bat Attacks: Unarmed Strike +0 melee; or bite +4 melee as bat Damage: Unarmed Strike 1d3 subdual; bite 2d6+4 as bat Face/Reach: 5 ft. by 5 ft./5 ft.; 15 ft. by 15 ft./10 ft. as bat Special Attacks: Bat empathy; plus curse of lycanthropy as bat Special Qualities: Sonar, damage reduction 15/silver as bat Saves: Fort +9 Ref +6 Will +7 Abilities: Str 17, Dex 15, Con 17, Int 12, Wis 12, Cha 10 Skills: Listen +10*, Move Silently +7, Spot +10* as bat Feats: Flyby Attack, Improved Initiative as bat ________________________ Climate/Terrain: Temperate and warm desert, forest, hills, plains, and underground Organization: Solitary Challenge Rating: 4 Treasure: Standard Alignment: Always Nuetral Evil Advancement: By character class In humanoid form, all of the sample lycanthropes have the following ability scores: Str 11, Dex 11, Con 11, Int 12, Wis 12, Cha 10. Their only skill is a Craft or Profession skill as +7, and they have Skill Focus in that skill as their one feat Werebats in humanoid form tend to be dark-eyed, shy, and elusive. They have pug-noses and sharp teeth, and tend to avoid bright light and favor raw meat. [COLOR=royalblue]Combat[/COLOR] Werebats use their ability to fly to a maximum advantage, swooping down on unsuspecting prey and flying out of range [B]Sonar (Ex):[/B] Werebats emit high-frequency sounds, inaudable to most other creatures, that allow them to locate objects and creatures within 120 feet. Echolocation is as percise as sight, but does not revel 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 on it's weak vision, which has the maximum range of 10 feet in it's bat form. [B]Skills:[/B] *Werebats gain a +4 bonus to Spot and Listen checks while using sonar [COLOR=royalblue]In the Realms[/COLOR] Werebats are often found in the Underdark, and frequently come from drow stock. As such, they often have significantly better skills, ability scores, and class abilities then the simple commoner werebat described above. Taken from pages 91 and 92 under the template appendix in "Dungeons and Dragons(R) Monster Compendium: Monsters of Faerun" (c) 2001, 2002 Wizards of the Coast, inc. Made in the USA. Please don't sue me. [/QUOTE]
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