Shapechanger. The werecorgi can use its action to polymorph into a corgi-humanoid hybrid or into a corgi, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Keen Hearing and Smell. The werecorgi has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Gnome Cunning. The werecorgi has advantage on Intelligence, Wisdom, and Charisma saving throws against magic.
Innate Spellcasting. The gnome’s innate spellcasting ability is Intelligence (spell save DC 11). It can innately cast the following spells, requiring no material components:
At will: nondetection
1/day each: blindness/deafness, blur, disguise self
Multiattack. (Humanoid or Hybrid Form Only). The werecorgi makes two attacks: two with its war pick (humanoid form) or one with its bite and one with its claws (hybrid form).
Bite (Corgi or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. If the target is a gnome, it must succeed on a DC 12 Constitution saving throw or be cursed with werecorgi lycanthropy.
Claws. (Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (2d4 + 2) slashing damage.
War Pick (Humanoid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) piercing damage.
Description
A werecorgi is a conniving predator that can appear as a gnome, as a corgi, or in a terrifying hybrid form—a furred and well-muscled humanoid body topped by a slobbering corgi’s head.
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