Shapechanger. The weregiraffe can use its action to polymorph into a giraffe-humanoid hybrid or into a giraffe, or back into its true form, which is humanoid. 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 true form if it dies.
Keen Hearing and Eyesight. The weregiraffe has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Longer-Limbed (Giraffe or Hybrid Form Only). When you make a melee attack on your turn, your reach for it is 10 feet greater than normal. However, this is done using your exceedingly long neck, and any weapon attacks besides unarmed strike receives disadvantage if this trait is used.
Multiattack (Humanoid or Hybrid Form Only). In humanoid form, the weregiraffe makes two spear attacks or two dagger attacks. In hybrid form, it can attack like a humanoid or make two hoof attacks.
Bite (Giraffe or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 5 (1d6 + 3) piercing damage. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with weregiraffe lycanthropy.
Hoof (Giraffe or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 3) bludgeoning damage.
Spear (Humanoid or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Can be thrown up to 60 ft. Hit: 6 (1d6 + 5) piercing damage.
Dagger (Humanoid or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Can be thrown up to 60 ft. Hit: 6 (1d6 + 3) piercing damage.
Previous Versions
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