Medium Humanoid (Human, Shapechanger), Chaotic Good
Armor Class 13 Natural armor
Hit Points 35 (8d8)
Speed 30 ft., Fly 60 ft. in hawk form
STR
13 (+1)
DEX
17 (+3)
CON
11 (+0)
INT
13 (+1)
WIS
17 (+3)
CHA
14 (+2)
Skills Perception +7
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Senses Passive Perception 17
Languages Common (can't speak in hawk form)
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Shapechanger. The werehawk can use its action to polymorph into a hawk, or back into its human form. 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 human form if it dies.

Keen Sight. The werehawk has advantage on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. The werehawk makes two attacks with its claws in hawk form, or with its weapons in humanoid form.

Talons (Hawk Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage. 

Beak (Hawk 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 10 Constitution saving throw or be cursed with werehawk lycanthropy.

Scimitar (Humanoid Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Dagger (Humanoid Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Description

Werehawks are rare lycanthropes with the ability to temper their monstrous natures and reject their violent impulses. In humanoid form, they are typically slim and attractive, with feathery hair matching the color of their hawk form’s feather. When a werehawk transforms, it shrinks to the size of a normal hawk, and fights with the ferocity of a hawk, though it typically avoids biting so as to not pass on its curse. Typically, a werehawk passes on its lycanthropy only to chosen companions or apprentices, spending the time that follows helping the new lycanthrope accept the curse in order to control it.

A werehawk is a loner by nature, fearing what might happen to innocent creatures around it when its bestial nature takes over. In very rare situations, a small flock of hawks – sometimes called a kettle – will gather in numbers between three and five individuals. Werehawks may act as the guardian of another humanoid, protecting them from humanoid or monstrous intrusion. Though most werehawks are of good alignment, some are every bit as evil as other lycanthropes. Unlike most other lycanthropes, the werehawk does not possess a hybrid form.

One of the most ancient and feared of all curses, lycanthropy can transform the most civilized humanoid into a ravening beast. In its natural humanoid form, a creature cursed by lycanthropy appears as its normal self. Over time, however, many lycanthropes acquire features suggestive of their animal form. In that animal form, a lycanthrope resembles a powerful version of a normal animal. On close inspection, its eyes show a faint spark of unnatural intelligence and might glow red in the dark.

Evil lycanthropes hide among normal folk, emerging in animal form at night to spread terror and bloodshed, especially under a full moon. Good lycanthropes are reclusive and uncomfortable around other civilized creatures, often living alone in wilderness areas far from villages and towns.

In Faerûn, legends say that the first werehawk was created by a curse laid by a cleric of Malar upon a beautiful young woman who spurned his advances. An alternate version of the tale claims that the goddess Selûne took pity on the young woman as she was being hunted by the evil cleric and bestowed Selûne's Kiss upon her, transforming her into a hawk so that she might fly away from the cleric’s foul clutches.

Curse of Lycanthropy. A humanoid creature can be afflicted with the curse of lycanthropy after being wounded by a lycanthrope, or if one or both of its parents are lycanthropes. A remove curse spell can rid an afflicted lycanthrope of the curse, but a natural born lycanthrope can be freed of the curse only with a wish.

A lycanthrope can either resist its curse or embrace it. By resisting the curse, a lycanthrope retains its normal alignment and personality while in humanoid form. It lives its life as it always has, burying deep the bestial urges raging inside it. However, when the full moon rises, the curse becomes too strong to resist, transforming the individual into its beast form — or into a horrible hybrid form that combines animal and humanoid traits. When the moon wanes, the beast within can be controlled once again. Especially if the cursed creature is unaware of its condition, it might not remember the events of its transformation, though those memories often haunt a lycanthrope as bloody dreams.

Some individuals see little point in fighting the curse and accept what they are. With time and experience, they learn to master their shapechanging ability and can assume beast form or hybrid form at will. Most lycanthropes that embrace their bestial natures succumb to bloodlust, becoming evil, opportunistic creatures that prey on the weak.

PLAYER CHARACTERS AS LYCANTHROPES

A character who becomes a lycanthrope retains his or her statistics except as specified by lycanthrope type. The character gains the lycanthrope’s speeds in nonhumanoid form, damage immunities, traits, and actions that don’t involve equipment. The character is proficient with the lycanthrope’s natural attacks, such as its bite or claws, which deal damage as shown in the lycanthrope’s statistics. The character can’t speak while in animal form.

A non-lycanthrope humanoid hit by an attack that carries the curse of lycanthropy must succeed on a Constitution saving throw (DC 8 + the lycanthrope’s proficiency bonus + the lycanthrope’s Constitution modifier) or be cursed. If the character embraces the curse, his or her alignment becomes the one defined for the lycanthrope. The DM is free to decide that a change in alignment places the character under DM control until the curse of lycanthropy is removed.

The following information applies to specific lycanthropes.

Werehawk. The character gains a Dexterity of 17 if his or her score isn’t already higher, and advantage on Wisdom (Perception) checks that rely on sight. Attack and damage rolls for the natural weapons are based on Dexterity. The talons of the werehawk deal normal damage, but the bite also carries the curse of lycanthropy.

Monster Tags: Shapechanger

Habitat: ForestHill

HalSmith72

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