While in hybrid form you can speak, use equipment and wear armour. You can revert to your normal form as a bonus action, when knocked unconscious you automatically revert to your human form - May also use stamina tokens
Birds Eyes View - While in hybrid form Wereravens have a high visual acuity, they are able to see for many miles ahead of them and have an advantage on perception checks related to sight, with a +5 bonus to perception rolls.
Wereravens can take the same number of actions and attacks as their human counterpart including the use of all stamina tokens and abilities
All attacks using the hybrid's predatory strikes have the same properties as Lycan predatory strikes and count as unarmed attacks
HYBRID - PREDATORY STRIKES (DEX) - Talons (reach 5ft.) (1d4+4) PIERCING DAMAGE 10th lvl (1d6 + 4) 20th lvl (1d8 + 4)
HYBRID - PREDATORY STRIKES (DEX) - Plunging (if flying) dive 30ft. toward a creature and hit them with a talons attack, they must succeed on a dc10 Dexterity saving throw or become blinded for one minute (any type of healing removes blindness)
ACTION - Use all actions of the human form, including weapons, use item, spells, blood curses and crimson rites. (cannot use two-handed weapons)
6th level - Blood Curse of the Charmed, while in hybrid form as an action you may evoke a songbirds sweet lullaby. Each creature within 30ft that can hear you must succeed on a WIS saving throw (DC 17) or become charmed by you until the end of your next turn. If the creature succeeds on the saving throw it is immune to the curse for 24 hours, you can choose any number of creatures to be affected by the song (Amplify to increase the range to 60ft)
9th level - Heavens grasp, while in hybrid form you may use an action to lift a target at or below the size of a medium sized humanoid (when within 5ft of it). They are unable to make melee attacks however may still cast ranged spells and use ranged attacks and abilities. If the humanoid is unwilling they will have to succeed on a dc15 dexterity saving throw or be lifted until the start of your next turn where they are dropped taking 3(1d6) falling damage
Can utilize all bonus actions of the Blood Hunter Knight
Uncanny dodge - Your speed through the air allows you to use a reaction to half the damage of one attack per short rest
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Due to being an innate ability the wereraven curse cannot be passed on to other beings by the usual means such as bites and scratches but must be passed on in a dangerous ritual known as the Hunters Bane.
Wereravens will generally try to avoid direct combat due to their weakness to many normal forms of damage however will try to fight through other means like lullabies and surprise attacks.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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