Shapechanger. The werewolf can use its action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into its true form, which is humanoid. Its statistics, other than its AC, 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. The werewolf has advantage on Wisdom (Perception) checks that rely on hearing.
Reckless. At the start of its turn, the berserker can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.
Flyby (Hybrid Form Only). Berg doesn’t provoke an opportunity attack when it flies out of an enemy’s reach.
Multiattack (Vampire or Hybrid Form Only). Berg can make two attacks: two with his long sword (humanoid form) or two claw attacks (hybrid form only) only one of which can be a bite attack.
Longsword (Vampire Form Only). Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) slashing damage.
Claws. (Hybrid Form Only). Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. Hit: 10 (2d4 + 5) slashing damage.
Bite. (Vampire or hybrid Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 7 (1d6 + 3) piercing damage plus 10 (3d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire’s control.
Children of the Night (1/Day). The vampire magically calls 2d4 swarms of bats or rats, provided that the sun isn’t up. While outdoors, the vampire can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.
The vampire can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The vampire regains spent legendary actions at the start of its turn.
Move. The vampire moves up to its speed without provoking opportunity attacks.
Unarmed Strike. The vampire makes one unarmed strike.
Bite (Costs 2 Actions). The vampire makes one bite attack.
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