Wereraven
Wereranen CR: 2
STR
10 +0
DEX
15 +2
CON
11 +0
INT
13 +1
WIS
15 +2
CHA
14 +2
Movement. 30 ft in humanoid form, 10 ft Base & Fly 50 ft in raven form, & 30 ft Base & Fly 50 ft in hybrid form. Mimicry. The wereraven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chattering. A creature that hears the sound can tell they are imitations with a successful DC 10 Wisdom (Insight) check. Regeneration. The wereraven regains 10 hit points at the start of it's turn. If the wereraven takes damage from a silvered weapon or a spell, the trait doesn't function at the start of the wereraven's next turn. The wereraven dies only if it starts it's turn with 0 hit points and doesn't regenerate.
Actions
Multiattack (Humanoid and Hybrid Form Only). The wereraven makes two weapon attacks, one of which can be with it's handbow. Beak (Raven or Hybrid Form Only). Melee Weapon Attack +4 to hit, reach 5 ft, one target. Hit 1 piercing damage in raven form, or 4 1d4+2 piercing damage in hybrid form. If the target is a humanoid, it must succeed on a DC 10 Constitution saving throw, or be cursed with wereraven lycanthropy. Shortsword (Humanoid or Hybrid Form Only). Melee Weapon Attack +4 to hit, reach 5 ft, one target. Hit 5 1d6+2 piercing damage. Hand Crossbow (Humanoid or Hybrid Form Only). Ranged Weapon Attack +4 to hit, range 30/120 ft, one target. Hit 5 1d6+2 piercing damage. Change Shape. The wereraven polymorphs into a raven-humanoid hybrid or into a Tiny raven, or back into it's humanoid form. It's statistics, other than it's size and speed, are the same in each form. Any equipment it was wearing or carrying isn't transformed. It reverts to it's humanoid form if it dies.
Suggested Environments
Settlements
Comments