Medium Humanoid (Human, Shapechanger), Chaotic Neutral
Armor Class 13
Hit Points 49 (9d8 + 9)
Speed 30 ft., (fly 60 ft. in owl form)
STR
13 (+1)
DEX
17 (+3)
CON
13 (+1)
INT
17 (+3)
WIS
10 (+0)
CHA
8 (-1)
Skills Perception +2, Stealth +5
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Senses Darkvision 60 ft., Passive Perception 12
Languages Common (can’t speak in owl form)
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Shapechanger. The wereowl can use its action to polymorph into an owl-humanoid hybrid or into a giant owl, 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.

Arcane Weapons. The wereowl's attacks that use a weapon are magical, and it can use its Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls. When the wereowl hits with such an attack, the weapon deals an extra 2d4 force damage (included in the attack).

Flyby (Owl Form Only). The wereowl doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Innate Spellcasting (Humanoid or Hybrid Form Only). The wereowl's innate spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The wereowl can innately cast the following spells:

At will: mage handmessageminor illusionprestidigitation, ray of frost
2/day each: detect magicdisguise selfinvisibilitymagic missilesleep
1/day: dimension door

Keen Hearing and Sight. The wereowl has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Actions

Multiattack (Hybrid Form Only). The wereowl makes one attack with its beak and one attack with its quarterstaff. It can cast a spell in place of one of these attacks.

Beak (Owl or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. If the target is a humanoid, it must succeed on a DC 11 Constitution saving throw or be cursed with wereowl lycanthropy.

Talons (Owl Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 3) slashing damage.

Quarterstaff (Humanoid or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 3) bludgeoning damage, or 8 (1d8 + 3) bludgeoning damage if used with two hands, plus 5 (2d4) force damage.

Ray of Frost (Cantrip, Humanoid or Hybrid Form Only). Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 9 (2d8) cold damage, and the target's speed is reduced by 10 feet until the start of the wereowl's next turn.

Description

Wereowls are a rare kind of lycanthrope whose curse is interwoven with arcane magic. They are inquisitive and awkward, with little talent or care for social interaction and an undying curiosity for all things magical. They do not concern themselves with whether they pass on their curse or not. Wereowls are typically found living alone as hermits in the wilderness, researching magic.

Monster Tags: Shapechanger

Habitat: ArcticForestHillUnderdarkUrban

BenevolentEvil

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