Shapechanger. Thewerefaun can use its action to polymorph into a wolf-humanoid hybrid or into a wolf, 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 werefaun has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Innate Spellcasting. The werefaun's innate spellcasting ability is Charisma (base spell save DC 12). They can innately cast the following spells:
At will: eldritch blast
1/day each: mage armor, sleep
Multiattack. (Humanoid or Hybrid Form Only). The werefaun makes two attacks: two with its its bite or two with its hooves (hybrid form).
Bite (Faun 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 humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werewolf lycanthropy.
Hooves. (Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (2d4 + 2) slashing damage.
Description
A werefaun is a savage predator that can appear as a humanoid, as a wolf, or in a terrifying hybrid form—a furred and well-muscled humanoid body with faun legs and a ravening wolf’s head. Long, sharp tines protrude from its arms, legs, and neck.
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