The
Werebat
Werebats
are brutal creatures that live in temperate deserts or near the entrances of
caves. Affliction with this form of
lycanthropy only happens often, since werebats are vicious and attack most
creatures that they find. Afflicted
werebats usually head for caverns were they plague underground races such as
Gnomes and Dwarves. They sometimes come
into the services of Drow or (rarely) mind flayers use them as scouts. Recently,
Vampires have been known to use them as guardians of
their layers for the daytime
A character that chooses to keep his lycanthropic curse can progress in the
werehyena template class to gain werebat abilities. This template class may also be used by natural werehyenas who wish to start
play at lower levels and develop their powers, or for characters who somehow
acquire this form of lycanthropy from another source.
Table SC-1:
the Werebat template class
|
Level |
CR |
Special |
|
1st |
+1 |
|
|
2nd |
+1 |
Alternate
form (hybrid), bat empathy, damage reduction (5/silver), werebat feats (Iron
Will, Stealthy) |
|
3rd |
+2 |
Curse of
lycanthropy, damage reduction (10/silver) |
Werebat Template Class Features
All of the
following are class features of the werebat template class.
Ability Score Changes: the indicated ability score
increases or decreases by the amount noted. These changes are cumulative.
Natural Armor Improvements: At 1st level,
the werebat's natural armor bonus increases by +2. A character that does not
normally have a natural armor bonus (such as a human) is considered to have an
initial natural armor bonus of +0 for the purpose of
this ability. Thus, a human's natural armor bonus would increase to +2 at 1st level. These changes are cumulative.
Alternate Form (Su): At 1st level, the werebat
can take the form of a dire bat, and he undergoes this change involuntarily on
the nights of the full moon or in times of stress, as described in the Monster
Manual. Unless the werehyena is a natural lycanthrope, he does not
automatically have control over this ability and must attempt a Control Shape
check to intentionally change form or to resist an
involuntary change. For an afflicted lycanthrope, Control Shape is a class skill
for all classes as well as racial Hit Dice, if any. Natural lycanthropes have
full control over when they change shape and do not need to take ranks in this
skill. Changing form is a standard action that can be
attempted once per round.
A werebat character that is aware of his condition retains his identity and
does not lose control of his actions when he changes. Each time he
involuntarily changes to his animal form, however, he must make a Will save (DC
15 + number of times he has been in animal form) or permanently assume the
alignment of his lycanthrope kind (neutral evil for werebats) in all forms. Any
voluntary change to dire bat or hybrid form immediately and permanently changes
the character's alignment to neutral evil.
See Alignments for Lycanthropes for explanation.
Until the character has taken one or more optional levels in the dire bat animal
class (see Bat Abilities, below), changing shape to dire bat form does not give
him the abilities of a dire bat -- he simply is able to take that creature's
shape, as if he had a perfect disguise. Since this ability is of limited use,
most characters taking levels in the werebat template class choose to take
levels of the dire bat class as well in order to gain the full abilities of
their animal forms.
At 2nd level, the werebat can assume a hybrid form
-- a shape between his humanoid and his dire bat forms. As with the dire bat
form, this change is purely cosmetic unless the character has taken the dire
bat class to gain the appropriate abilities.
Low-Light Vision (Ex): A 1st-level werebat gains
low-light vision.
Shapechanger Subtype (Ex): At 1st level, the
werebat gains the shapechanger subtype.
Werebat Bonus Feats: At 1st and 2nd level,
the werebat gains the feats indicated on Table SC-1 as bonus feats, assuming
that he doesn't already have them. If the werehyena does not meet the
prerequisites (if any) for a bonus feat, he gains the feat but cannot use it
until he does meet the prerequisites.
Bat Empathy (Ex): Starting at 2nd level, a
werebat in any form can communicate and empathize with normal or dire bats.
This ability gives him a +4 racial bonus on checks
made to influence the attitude of normal or dire bats. It also allows the
communication of simple concepts and (if the animal is friendly) commands, such
as "friend," "foe," "flee," and
"attack."
Curse of Lycanthropy (Su): At 3rd level, a
natural werebat can infect other creatures with lycanthropy. Any humanoid or
giant hit by the bite attack of a werebat in animal or hybrid form must succeed
on a DC 15 Fortitude save or contract lycanthropy. Afflicted lycanthropes do
not transmit lycanthropy.
Damage Reduction (Ex): At 2nd level, the
werebat gains damage reduction 5/silver. At 3rd level,
a natural lycanthrope gains damage reduction 10/silver. An afflicted
lycanthrope's damage reduction does not improve beyond 5/silver.
Table SC-2:
The Dire Bat (Lycanthrope) class
|
Class
Level |
Hit Dice |
Base
Attack Bonus |
Fort.
Save |
Ref. Save |
Will. Save |
Skills |
Special |
|
1st |
1d8 |
+ 0 |
+1 |
+2 |
+1 |
2 +Int.
Mod |
Str + 2,
Dex + 2, natural armor +2 , dire bat abilities , bite |
|
2nd |
2d8 |
+ 1 |
+2 |
+3 |
+2 |
2 +Int.
Mod |
Str +2,
Dex + 2, Con +2, natural armor +2, scent |
|
3rd |
3d8 |
+ 2 |
+3 |
+4 |
+3 |
2 +Int.
Mod |
Str + 2,
Dex + 4, Con +2, natural armor +2, blind sense |
|
4th |
4d8 |
+ 3 |
+4 |
+4 |
+4 |
2 +Int Mod |
Dex + 4,
Con +4, natural armor +1, large |
Ability Score Changes: The indicated ability score increases or
decreases by the amount noted. These changes are cumulative.
Natural Armor Improvements: At 1st level,
the character's natural armor bonus increases by +2. A character that does not
normally have a natural armor bonus (such as a human) is considered to have an
initial natural armor bonus of +0 for the purpose of
this ability. Thus, a human's natural armor bonus would increase to +2 at 1st level. These changes are cumulative.
Class skills for the dire bat racial
Hit Dice are Hide, Listen, Move Silently, and Spot.
Bite: the dire bat animal
class gives the werebat a bite attack in his animal and hybrid forms. The bite
is a natural weapon that deals 1d6 points of damage .
Scent (Ex): As a 1st-level hyena, a werebat in any form gains the scent ability.
Large (Ex): When a werebat reaches 4th level in the dire bat class, his animal and hybrid forms become Large size. In either of those forms, he takes a -1 penalty to AC and attack rolls because of his size, and his Space/Reach changes to 10 ft. /5 ft. His bite damage increases to 1d8 points, His ability scores change as indicated on Table SC-2.