Medium Humanoid, Chaotic Evil
Armor Class 12
Hit Points 44 (8d8 + 8)
Speed 50 ft., pterodactyl form (10ft walking) , Walk 30 ft. hybrid form
STR
16 (+3)
DEX
15 (+2)
CON
12 (+1)
INT
7 (-2)
WIS
10 (+0)
CHA
8 (-1)
Damage Vulnerabilities Bludgeoning, Piercing, and Slashing by Silvered Weapons
Senses Darkvision 60ft, Passive Perception 10
Languages --
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Shapechanger. The weredactyl can use its action to polymorph into a pterodactyl-humanoid hybrid or into a pterodactyl. Statistics remain the same. Form maintains at death.

 

Actions

Multiattack. The weredactyl makes two melee or ranged attacks.

Peck (pterodactyl form or Hybrid form). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Claw (Hybrid form only). Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 6 (1d6 + 3) slashing damage. If two claw attacks hit the same target on the weredactyl's turn, the target must make a successful DC 12 DEX saving throw or be grappled (DC 11 to escape).

Throwing Axe (Hybrid Form only). Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Weredactyls in their hybrid form, are humanoid with well developed arms and legs. Their wings and beaks are small, too small to enable flight in the case of wings. A weredactyl in pterodactyl form can carry a small sized rider. Skelzi masters take advantage of this by using enlarge/reduce potions and spells.

Weredactyls live in servitude to the evil skelzis. They are naturally stupid in any form. If they spend more than 6 hours in pterodactyl form, they go feral and must be retrained by their skelzi masters.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

UndyingEmber

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