Encounters: Dales, Cormyr, Sembia - City and Village
Werebat (Bat Form) (CR 4)
Large Humanoid (Elf and Shapechanger)
Alignment: Always neutral evil
Initiative: +7 (+3 Dex, +4 Improved Initiative); Senses: blindsense 40 ft., low-light vision, scent, Listen +11*, and Spot +13*
AC: 23 (-1 size, +7 Dex, +7 natural), touch 16, flat-footed 16
Hit Dice: 1d8 plus 4d8+12 (34 hp); DR: DR 10/silver
Fort +9, Ref +11, Will +4
Speed: 20 ft., fly 40 ft. (good)
Space: 10 ft./5 ft.
Base Attack +4; Grapple +12
Attack: Bite +7 melee
Full Attack: Bite +7 melee
Damage: Bite 1d8+6
Special Attacks: Curse of lycanthropy, spell-like abilities
Abilities: Str 19, Dex 25, Con 16, Int 12, Wis 11, Cha 10
Special Qualities: Alternate form, bat empathy, resistance, SR 12
Feats: Alertness; Stealthy; Weapon Focus (rapier)
Skills: Hide +10, Listen +11*, Move Silently +12, Search +5, and Spot +13*
Advancement: By character class
Climate/Terrain: Underground
Organization: Solitary, pair, or colony (2-4 plus 2-4 dire bat
Treasure: Standard
Source: Lost Empires of Faerûn
Curse of Lycanthropy (Su): Any humanoid or giant hit by the bite attack of a drowwerebat in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.
Poison (Ex): An opponent hit by a drow werebat's poisoned weapon must succeed on a DC 13 Fortitude save or fall unconscious. After 1 minute, the subject must succeed on another DC 13 Fortitude save or remain unconscious for 2d4 hours. A typical drow werebat carries 1d4-1 doses of drow knockout poison. Drow typically coat their arrows and crossbow bolts with this poison, but it can also be applied to a melee weapon. Drow have no special ability to apply poison safely, and since the effect of this poison is not magical, drow and other elves are susceptible to it.
Spell-Like Abilities: 1/day - dancing lights, darkness, faerie fire. Caster level equals drow werebat's class levels.
Alternate Form (Su): A drow werebat can assume the form of a dire bat or a bat-drow hybrid.
Bat Empathy (Ex): A drow werebat can communicate with bats and dire bats. It gains a +4 racial bonus on Charisma-based checks made against such creatures.
Blindsense (Ex): A drow werebat uses echolocation to pinpoint creatures within 40 feet. Opponents still have total concealment against the drow werebat unless it can actually see them.
Light Blindness: Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds drow werebats in drow form for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.
Resistance: A drow werebat gains a +2 racial bonus on Will saves against spells and spell-like abilities.
Skills: A drow werebat in hybrid or bat form has a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsense is negated.
A drow werebat uses its flying ability to maximum advantage, swooping down to attack unsuspecting prey and then flying out of range.