Shapechanger. The weredeer can use its action to polymorph into a deer-humanoid hybrid or into a deer, or back into its true form, which is a small workshop elf. 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 Smell. The weredeer has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The weredeer have advantage on an attack rolls against a creature if at least one of the weredeers' allies are within 5 feet of the creature and the ally isn't incapacitated.
Pack Loyalty. The weredeer all permanently revert to their humanoid forms if their alpha is killed.
Multiattack (Deer or Hybrid Form Only). The weredeer makes two attacks, only one of which can be a bite.
Gore (Deer or Hybrid Form Only). Melee Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Bite (Deer or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 4) piercing damage. If the target is a humanoid, it must succeed on a DC 11 Constitution saving throw or be cursed with weredeer lycanthropy.
Shortbow (Humanoid or Hybrid Form Only). Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Fawnstep (Costs 1 Actions). Once per long rest, a weredeer may invoke their respective god and become invisible for one hour. This ability ignores the no attacking clause of invisibility
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