Small monstrosity (lycanthrope), Neutral Good
| Armor Class | 12 |
|---|---|
| Hit Points | 54 (12d8) |
| Speed | 30 ft., fly 50 ft. (raven or hybrid form only) |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 15 (+2) | 11 (+0) | 13 (+1) | 15 (+2) | 14 (+2) |
| Saving Throws | — |
|---|---|
| Skills | Insight +4, Perception +6 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | passive Perception 16 |
| Languages | Common plus one other language |
| Challenge | 2 |
The wereraven can mimic voices and animal sounds. A creature that hears this mimicry can tell it is an imitation only with a successful DC 12 Wisdom (Insight) check.
The wereraven makes two attacks, using Scratch or Shortbow in any combination. It can replace one attack with a Beak attack.
Melee Attack Roll: +4, reach 5 ft. Hit: 11 (2d8 + 2) Piercing damage. If the target is a Humanoid, it is subjected to the following effect. con DC 10. Failure: The target is cursed. If the cursed target drops to 0 Hit Points, it instead becomes a Wereraven under the DM's control and has 10 Hit Points. Success: The target is immune to this wereraven's curse for 24 hours.
Melee Attack Roll: +4, reach 5 ft. Hit: 7 (2d4 + 2) Slashing damage.
Ranged Attack Roll: +4, range 80/320 ft. Hit: 9 (2d6 + 2) Piercing damage.
Medium humanoid (human, shapechanger), Unaligned
| Armor Class | 12 |
|---|---|
| Hit Points | 31 (7d8) |
| Speed | 30 ft. (fly 50 ft. in raven and hybrid forms) |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 15 (+2) | 11 (+0) | 13 (+1) | 15 (+2) | 14 (+2) |
| Saving Throws | — |
|---|---|
| Skills | Insight +4, Perception +6 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | passive Perception 16 |
| Languages | Common (can't speak in raven form) |
| Challenge | 2 |
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.
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.
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.
The wereraven makes two weapon attacks, one of which can be with its hand crossbow.
Melee Attack Roll: +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 Player Characters as Lycanthropes.
Melee Attack Roll: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Ranged Attack Roll: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.