Shapechanger. The werebeaver can use its action to polymorph into a beaver-humanoid hybrid or into a beaver, 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 werebeaverhas advantage on Wisdom (Perception) checks that rely on hearing or smell.
That smells like seven layers: Any creature that starts it's turn within 10 feet on the werebeaver must make a DC14 Con save or be poisoned until the end of the creature's next turn. A creature that succeeds on the save is immune to the scent for 24 hours.
Multiattack. (Humanoid or Hybrid Form Only). The werebeaver makes two attacks: two with its spear (humanoid form) or one with its bite and one with its tail (hybrid form).
Bite (Beaver or Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d10 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werebeaver lycanthropy. The werebeaver must be willing to pass the cirse on.
Tail. (Beaver or Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 7 (2d6 + 2) slashing damage.
Spear (Humanoid Form Only). Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.
Aquacticly inclined: The werebeaver has advantage of strength checks (athletics), dexterity checks (acrobatics and stealth) while in or underwater.
Description
A werebeaver is a rare creature indeed. Almost exclusively found in the feywild. These creatures stay together in a Sleuth. These Sleuths of werebeavers are tight-knit. They make their homes in the rivers and lakes of the feywild. Their damns are intricate fortresses against outside forces.
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