Weretodo
Weretodo
Weretodo
Armor Class Hit Points Speed Challenge PB Armor Class Hit Points Speed Challenge PB
13 (hide armor) 58 (9d8 + 18) 30 ft. 3 (700 XP) +2 30 ft. (40 ft. in
16 (natural hybrid form, 50
STR DEX CON INT WIS CHA 170 (20d8 + 80) 13 (10,000 XP) +5
armor) ft. in dire wolf
16 (+3) 13 (+1) 14 (+2) 9 (-1) 15 (+2) 12 (+1) form)
Skills Nature +1, Stealth +3, Survival +4 STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 18 (+4) 14 (+2) 16 (+3) 16 (+3)
Senses darkvision 60 ft., passive Perception 12
Saving Throws Dex +9, Con +9, Cha +8
Languages Common, Orc
Skills Perception +13, Stealth +9
Shapechanger. The anchorite can use its action to polymorph into a boar or
back into its true form, which is humanoid. Its statistics are the same in Condition Imm. charmed, frightened
each form. Any equipment it is wearing or carrying isn't transformed. It
Senses darkvision 120 ft., passive Perception 23
reverts to its true form if it dies.
Innate Spellcasting. The anchorite's innate spellcasting ability is Wisdom Languages Common (can't speak in wolf form)
(spell save DC 12). It can innately cast the following spells, requiring no
Blood Frenzy. The loup garou has advantage on attack rolls against a
material components:
creature that doesn't have all its hit points.
3/day: thunderwave (2d8 damage)
1/day each: augury, bless, lightning bolt (8d6 damage), revivify Legendary Resistance (2/Day). When the loup garou fails a saving throw, it
can choose to succeed instead.
Actions
Regeneration. The loup garou regains 10 hit points at the start of each of its
Clawed Gauntlet (Humanoid Form Only). Melee Weapon Attack: +5 to hit,
turns. If the loup garou takes damage from a silver weapon, this trait doesn't
reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage.
function at the start of the loup garou's next turn. The loup garou dies only if
Tusk (Boar Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one it starts its turn with 0 hit points and doesn't regenerate.
target. Hit: 6 (1d6 + 3) slashing damage. Actions
Multiattack. The loup garou makes two attacks: two with its Longsword
Goliath Werebear IDRotF p293
(humanoid form) or one with its Bite and one with its Claws (dire wolf or
Medium Humanoid (Goliath, Shapechanger), Neutral Good hybrid form).
Armor Class Hit Points Speed Challenge PB Bite (Dire Wolf or Hybrid Form Only). Melee Weapon Attack: +9 to hit, reach
10 in humanoid 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 14 (4d6) necrotic
30 ft. (40 ft. damage. If the target is a Humanoid, it must succeed on a DC 17
form, 12
swim 30 ft. in Constitution saving throw or be cursed with loup garou lycanthropy.
(natural armor) 161 (19d8 + 76) 8 (3,900 XP) +3
bear or hybrid
in bear or hybrid Claws (Dire Wolf or Hybrid Form Only). Melee Weapon Attack: +9 to hit,
form)
form reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. If the target is a
creature, it must succeed on a DC 17 Strength saving throw or be knocked
STR DEX CON INT WIS CHA
prone.
20 (+5) 10 (+0) 18 (+4) 10 (+0) 15 (+2) 10 (+0)
Longsword (Humanoid Form Only). Melee Weapon Attack: +9 to hit, reach 5
Skills Athletics +8, Perception +8, Survival +5 ft., one target. Hit: 13 (2d8 + 4) slashing damage, or 15 (2d10 + 4) slashing
damage if used with two hands.
Damage Vuln. fire
Bonus Actions
Damage Res. cold Change Shape. The loup garou polymorphs into a Large wolf-humanoid
hybrid or into a Large dire wolf, or back into its true form, which appears
Damage Imm. bludgeoning, piercing, and slashing from nonmagical attacks
humanoid. Its statistics, other than its size and speed, are the same in each
that aren't silvered
form. Any equipment it is wearing or carrying isn't transformed. It reverts to
Senses passive Perception 18 its true form if it dies.
Actions
Multiattack. The werebear makes two melee attacks.
Bite (Bear or Hybrid Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft.,
one creature. Hit: 16 (2d10 + 5) piercing damage. If the target is a
humanoid, it must succeed on a DC 15 Constitution saving throw or be
cursed with werebear lycanthropy, as described in the Monster Manual.
Claw (Bear or Hybrid Form Only). Melee Weapon Attack: +8 to hit, reach 5
ft., one target. Hit: 14 (2d8 + 5) slashing damage.
Greataxe (Humanoid or Hybrid Form Only). Melee Weapon Attack: +8 to hit,
reach 5 ft., one target. Hit: 11 (1d12 + 5) slashing damage.
Reactions
Stone's Endurance (Recharges after a Short or Long Rest). When the
werebear takes damage, it reduces the damage taken by 10 (1d12 + 4).
Shard Shunner WDH p42 Svirfneblin Wererat OotA p97
Small Humanoid (Halfling, Shapechanger), Lawful Evil Small Humanoid (Deep Gnome), Lawful Evil
Armor Class Hit Points Speed Challenge PB Armor Class Hit Points Speed Challenge PB
12 27 (6d6 + 6) 30 ft. 2 (450 XP) +2 12 33 (6d8 + 6) 20 ft. 2 (450 XP) +2
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 12 (+1) 11 (+0) 10 (+0) 8 (-1) 10 (+0) 15 (+2) 12 (+1) 11 (+0) 10 (+0) 8 (-1)
Damage Imm. bludgeoning, piercing, and slashing from nonmagical attacks Damage Imm. bludgeoning, piercing, and slashing from nonmagical attacks
that aren't silvered that aren't silvered
Senses darkvision 60 ft. (rat form only), passive Perception 12 Senses darkvision 120 ft., passive Perception 12
Languages Common, Halfling, Thieves' cant Languages Common (can't speak in rat form), Gnomish, Terran,
Undercommon
Shapechanger. The Shard Shunner can use their action to polymorph into a
rat-humanoid hybrid or into a giant rat, or back into their true form, which is Shapechanger. The wererat can use its action to polymorph into a rat-
humanoid. Their statistics, other than their size, are the same in each form. humanoid hybrid or into a giant rat, or back into its true form, which is
Any equipment they are wearing or carrying isn't transformed. They revert to humanoid. Its statistics, other than its size, are the same in each form. Any
their true form if they die. equipment it is wearing or carrying isn't transformed. It reverts to its true
Brave. The Shard Shunner has advantage on saving throws against being form if it dies.
frightened. Gnome Cunning. The svirfneblin wererat has advantage on all Intelligence,
Halfling Nimbleness. The Shard Shunner can move through the space of Wisdom, and Charisma saving throws against magic.
creatures that is of a size larger than them. Innate Spellcasting. The svirfneblin wererat's innate spellcasting ability is
Keen Smell. The Shard Shunner has advantage on Wisdom (Perception) Intelligence (spell save DC 10). The svirfneblin wererat can innately cast the
checks that rely on smell. following spells, requiring no material components:
At will: nondetection (self only)
Actions
Multiattack (Humanoid or Hybrid Form Only). The Shard Shunner makes two 1/day each: blindness/deafness, blur, disguise self
attacks, only one of which can be a bite. Keen Smell. The wererat has advantage on Wisdom (Perception) checks
Bite (Rat or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., that rely on smell.
one target. Hit: 4 (1d4 + 2) piercing damage. If the target is a humanoid, it Stone Camouflage. The svirfneblin wererat has advantage on Dexterity
must succeed on a DC 11 Constitution saving throw or be cursed with (Stealth) checks to hide in rocky terrain.
wererat lycanthropy. Actions
Shortsword (Humanoid or Hybrid Form Only). Melee Weapon Attack: +4 to Multiattack (Humanoid or Hybrid Form Only). The wererat makes two
hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. attacks, only one of which can be a bite.
Hand Crossbow (Humanoid or Hybrid Form Only). Ranged Weapon Attack: Bite (Rat or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft.,
+4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage. one target. Hit: 4 (1d4 + 2) piercing damage. If the target is a humanoid, it
must succeed on a DC 11 Constitution saving throw or be cursed with
Shard Shunner (CR 5) WDH p42 wererat lycanthropy.
Small Humanoid (Halfling, Shapechanger), Lawful Evil Shortsword (Humanoid or Hybrid Form Only). Melee Weapon Attack: +4 to
hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Armor Class Hit Points Speed Challenge PB
Hand Crossbow (Humanoid or Hybrid Form Only). Ranged Weapon Attack:
14 39 (6d6 + 18) 30 ft. 5 (1,800 XP) +3
+4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
STR DEX CON INT WIS CHA
10 (+0) 19 (+4) 16 (+3) 11 (+0) 10 (+0) 8 (-1)
Shapechanger. The Shard Shunner can use their action to polymorph into a
rat-humanoid hybrid or into a giant rat, or back into their true form, which is
humanoid. Their statistics, other than their size, are the same in each form.
Any equipment they are wearing or carrying isn't transformed. They revert to
their true form if they die.
Brave. The Shard Shunner has advantage on saving throws against being
frightened.
Halfling Nimbleness. The Shard Shunner can move through the space of
creatures that is of a size larger than them.
Keen Smell. The Shard Shunner has advantage on Wisdom (Perception)
checks that rely on smell.
Actions
Multiattack (Humanoid or Hybrid Form Only). The Shard Shunner makes two
attacks, only one of which can be a bite.
Bite (Rat or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 6 (1d4 + 4) piercing damage. If the target is a humanoid, it
must succeed on a DC 13 Constitution saving throw or be cursed with
wererat lycanthropy.
Shortsword (Humanoid or Hybrid Form Only). Melee Weapon Attack: +7 to
hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
Hand Crossbow (Humanoid or Hybrid Form Only). Ranged Weapon Attack:
+7 to hit, range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
Werebat WDMM p317 Werebat (CR 5) WDMM p317
Small Humanoid (Goblinoid, Shapechanger), Neutral Evil Small Humanoid (Goblinoid, Shapechanger), Neutral Evil
Armor Class Hit Points Speed Challenge PB Armor Class Hit Points Speed Challenge PB
30 ft. (climb 30 30 ft. (climb 30
ft. fly 60 ft. in ft. fly 60 ft. in
13 24 (7d6) 2 (450 XP) +2 15 38 (7d6 + 14) 5 (1,800 XP) +3
bat or hybrid bat or hybrid
form) form)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (-1) 17 (+3) 10 (+0) 10 (+0) 12 (+1) 8 (-1) 8 (-1) 21 (+5) 14 (+2) 10 (+0) 12 (+1) 8 (-1)
Damage Imm. bludgeoning, piercing, and slashing from nonmagical attacks Damage Imm. bludgeoning, piercing, and slashing from nonmagical attacks
that aren't silvered that aren't silvered
Senses darkvision 60 ft., passive Perception 13 Senses darkvision 60 ft., passive Perception 14
Languages Goblin (can't speak in bat form) Languages Goblin (can't speak in bat form)
Shapechanger. The werebat can use its action to polymorph into a Medium Shapechanger. The werebat can use its action to polymorph into a Medium
bat-humanoid hybrid, or into a Large giant bat, or back into its true form, bat-humanoid hybrid, or into a Large giant bat, or back into its true form,
which is humanoid. Its statistics, other than its size, are the same in each which is humanoid. Its statistics, other than its size, are the same in each
form. Any equipment it is wearing or carrying isn't transformed. It reverts to form. Any equipment it is wearing or carrying isn't transformed. It reverts to
its true form if it dies. its true form if it dies.
Keen Hearing. The werebat has advantage on Wisdom (Perception) checks Keen Hearing. The werebat has advantage on Wisdom (Perception) checks
that rely on hearing. that rely on hearing.
Sunlight Sensitivity. While in sunlight, the werebat has disadvantage on Sunlight Sensitivity. While in sunlight, the werebat has disadvantage on
attack rolls, as well as on Wisdom (Perception) checks that rely on sight. attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Echolocation (Bat or Hybrid Form Only). The werebat has blindsight out to a Echolocation (Bat or Hybrid Form Only). The werebat has blindsight out to a
range of 60 feet as long as it's not deafened. range of 60 feet as long as it's not deafened.
Nimble Escape (Humanoid Form Only). The werebat can take the Disengage Nimble Escape (Humanoid Form Only). The werebat can take the Disengage
or Hide action as a bonus action on each of its turns. or Hide action as a bonus action on each of its turns.
Actions Actions
Multiattack (Humanoid or Hybrid Form Only). In humanoid form, the Multiattack (Humanoid or Hybrid Form Only). In humanoid form, the
werebat makes two scimitar attacks or two shortbow attacks. In hybrid werebat makes two scimitar attacks or two shortbow attacks. In hybrid
form, it can make one bite attack and one scimitar attack. form, it can make one bite attack and one scimitar attack.
Bite (Bat or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., Bite (Bat or Hybrid Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft.,
one creature. Hit: 6 (1d6 + 3) piercing damage, and the werebat gains one creature. Hit: 12 (2d6 + 5) piercing damage, and the werebat gains
temporary hit points equal to the damage dealt. If the target is a humanoid, temporary hit points equal to the damage dealt. If the target is a humanoid,
it must succeed on a DC 10 Constitution saving throw or be cursed with it must succeed on a DC 12 Constitution saving throw or be cursed with
werebat lycanthropy. werebat lycanthropy.
Scimitar (Humanoid or Hybrid Form Only). Melee Weapon Attack: +5 to hit, Scimitar (Humanoid or Hybrid Form Only). Melee Weapon Attack: +8 to hit,
reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
Shortbow (Humanoid or Hybrid Form Only). Ranged Weapon Attack: +5 to Shortbow (Humanoid or Hybrid Form Only). Ranged Weapon Attack: +8 to
hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage. hit, range 80/320 ft., one target. Hit: 12 (2d6 + 5) piercing damage.
Werejaguar TftYP p79 Werejaguar (CR 6) TftYP p79
Medium Humanoid (Human, Shapechanger), Neutral Medium Humanoid (Human, Shapechanger), Neutral
Armor Class Hit Points Speed Challenge PB Armor Class Hit Points Speed Challenge PB
30 ft. (40 ft. in 13 (natural 30 ft. (40 ft. in
12 120 (16d8 + 48) 4 (1,100 XP) +2 144 (17d8 + 68) 6 (2,300 XP) +3
jaguar form) armor) jaguar form)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 16 (+3) 10 (+0) 13 (+1) 11 (+0) 17 (+3) 15 (+2) 18 (+4) 10 (+0) 13 (+1) 11 (+0)
Damage Imm. bludgeoning, piercing, and slashing from nonmagical attacks Damage Imm. bludgeoning, piercing, and slashing from nonmagical attacks
that aren't silvered that aren't silvered
Senses darkvision 60 ft., passive Perception 15 Senses darkvision 60 ft., passive Perception 17
Languages Common (can't speak in jaguar form) Languages Common (can't speak in jaguar form)
Shapechanger. The werejaguar can use its action to polymorph into a Shapechanger. The werejaguar can use its action to polymorph into a
jaguar-humanoid hybrid or into a jaguar, or back into its true form, which is jaguar-humanoid hybrid or into a jaguar, or back into its true form, which is
humanoid. Its statistics, other than its size, are the same in each form. Any humanoid. Its statistics, other than its size, are the same in each form. Any
equipment it is wearing or carrying isn't transformed. It reverts to its true equipment it is wearing or carrying isn't transformed. It reverts to its true
form if it dies. form if it dies.
Keen Hearing and Smell. The werejaguar has advantage on Wisdom Keen Hearing and Smell. The werejaguar has advantage on Wisdom
(Perception) checks that rely on hearing or smell. (Perception) checks that rely on hearing or smell.
Pounce (Jaguar or Hybrid Form Only). If the werejaguar moves at least 15 Pounce (Jaguar or Hybrid Form Only). If the werejaguar moves at least 15
feet straight toward a creature and then hits it with a claw attack on the feet straight toward a creature and then hits it with a claw attack on the
same turn, that target must succeed on a DC 14 Strength saving throw or be same turn, that target must succeed on a DC 15 Strength saving throw or be
knocked prone. If the target is prone, the werejaguar can make one bite knocked prone. If the target is prone, the werejaguar can make one bite
attack against it as a bonus action. attack against it as a bonus action.
Actions Actions
Multiattack (Humanoid or Hybrid Form Only). In humanoid form, the Multiattack (Humanoid or Hybrid Form Only). In humanoid form, the
werejaguar makes two scimitar attacks or two longbow attacks. In hybrid werejaguar makes two scimitar attacks or two longbow attacks. In hybrid
form, it can attack like a humanoid or make two claw attacks. form, it can attack like a humanoid or make two claw attacks.
Bite (Jaguar or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 Bite (Jaguar or Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 5
ft., one target. Hit: 8 (1d10 + 3) piercing damage. If the target is a humanoid, ft., one target. Hit: 14 (2d10 + 3) piercing damage. If the target is a
it must succeed on a DC 13 Constitution saving throw or be cursed with humanoid, it must succeed on a DC 14 Constitution saving throw or be
werejaguar lycanthropy. cursed with werejaguar lycanthropy.
Claw (Jaguar or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 Claw (Jaguar or Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 5
ft., one target. Hit: 7 (1d8 + 3) slashing damage. ft., one target. Hit: 12 (2d8 + 3) slashing damage.
Scimitar (Humanoid or Hybrid Form Only). Melee Weapon Attack: +5 to hit, Scimitar (Humanoid or Hybrid Form Only). Melee Weapon Attack: +6 to hit,
reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Longbow (Humanoid or Hybrid Form Only). Ranged Weapon Attack: +4 to Longbow (Humanoid or Hybrid Form Only). Ranged Weapon Attack: +5 to
hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage. hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Shapechanger. The wereraven can use its action to polymorph into a raven-
humanoid hybrid or into a raven, or back into its human form. Its statistics,
other than its size, are the same in each form. Any equipment it is wearing
or carrying isn't transformed. It reverts to its human form if it dies.
Mimicry. The wereraven can mimic simple sounds it has heard, such as a
person whispering, a baby crying, or an animal chittering. A creature that
hears the sounds can tell they are imitations with a successful DC 10
Wisdom (Insight) check.
Regeneration. The wereraven regains 10 hit points at the start of its turn. If
the wereraven takes damage from a silvered weapon or a spell, this trait
doesn't function at the start of the wereraven's next turn. The wereraven dies
only if it starts its turn with 0 hit points and doesn't regenerate.
Actions
Multiattack (Human or Hybrid Form Only). The wereraven makes two
weapon attacks, one of which can be with its hand crossbow.
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 humanoid, it must succeed on a DC
10 Constitution saving throw or be cursed with wereraven lycanthropy.
Shortsword (Human or Hybrid Form Only). Melee Weapon Attack: +4 to hit,
reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Hand Crossbow (Human or Hybrid Form Only). Ranged Weapon Attack: +4
to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Wereraven (CR 5) VRGR p253 Young Wereraven CoS p98
Medium Humanoid (Human, Shapechanger) Small Humanoid (Human, Shapechanger), Lawful Good
Armor Class Hit Points Speed Challenge PB Armor Class Hit Points Speed Challenge PB
30 ft. (fly 50 ft. 30 ft. (fly 50 ft.
14 45 (7d8 + 14) in raven and 5 (1,800 XP) +3 12 7 (2d6) in raven and 2 (450 XP) +2
hybrid forms) hybrid forms)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 19 (+4) 15 (+2) 13 (+1) 15 (+2) 14 (+2) 10 (+0) 15 (+2) 11 (+0) 13 (+1) 15 (+2) 14 (+2)
Languages Common (can't speak in raven form) Languages Common (can't speak in raven form)
Shapechanger. The wereraven can use its action to polymorph into a raven- Shapechanger. The wereraven can use its action to polymorph into a raven-
humanoid hybrid or into a raven, or back into its human form. Its statistics, humanoid hybrid or into a raven, or back into its human form. Its statistics,
other than its size, are the same in each form. Any equipment it is wearing other than its size, are the same in each form. Any equipment it is wearing
or carrying isn't transformed. It reverts to its human form if it dies. or carrying isn't transformed. It reverts to its human form if it dies.
Mimicry. The wereraven can mimic simple sounds it has heard, such as a Mimicry. The wereraven can mimic simple sounds it has heard, such as a
person whispering, a baby crying, or an animal chittering. A creature that person whispering, a baby crying, or an animal chittering. A creature that
hears the sounds can tell they are imitations with a successful DC 12 hears the sounds can tell they are imitations with a successful DC 10
Wisdom (Insight) check. Wisdom (Insight) check.
Regeneration. The wereraven regains 10 hit points at the start of its turn. If Regeneration. The wereraven regains 10 hit points at the start of its turn. If
the wereraven takes damage from a silvered weapon or a spell, this trait the wereraven takes damage from a silvered weapon or a spell, this trait
doesn't function at the start of the wereraven's next turn. The wereraven dies doesn't function at the start of the wereraven's next turn. The wereraven dies
only if it starts its turn with 0 hit points and doesn't regenerate. only if it starts its turn with 0 hit points and doesn't regenerate.
Actions Actions
Multiattack (Human or Hybrid Form Only). The wereraven makes two Multiattack (Human or Hybrid Form Only). The wereraven makes two
weapon attacks, one of which can be with its hand crossbow. weapon attacks, one of which can be with its hand crossbow.
Beak (Raven or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 Beak (Raven or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 2 piercing damage in raven form, or 6 (1d4 + 4) piercing ft., one target. Hit: 1 piercing damage in raven form, or 4 (1d4 + 2) piercing
damage in hybrid form. If the target is humanoid, it must succeed on a DC damage in hybrid form. If the target is humanoid, it must succeed on a DC
12 Constitution saving throw or be cursed with wereraven lycanthropy. 10 Constitution saving throw or be cursed with wereraven lycanthropy.
Shortsword (Human or Hybrid Form Only). Melee Weapon Attack: +7 to hit, Shortsword (Human or Hybrid Form Only). Melee Weapon Attack: +4 to hit,
reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Hand Crossbow (Human or Hybrid Form Only). Ranged Weapon Attack: +7 Hand Crossbow (Human or Hybrid Form Only). Ranged Weapon Attack: +4
to hit, range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing damage. to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.