Shapechanger. The werehorse can use its action to polymorph into a horse-humanoid hybrid or into a horse, 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 and Smell. The werehorse has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Relentless Tracker. The werehorse has advantage on (Survival)checks to track creatures.
Trampling Charge. If the werehorse moves at least 20 ft. straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the werehorse can make another attack with its hooves against it as a bonus action.
Multiattack. (Humanoid or Hybrid Form Only). The werehorse makes two attacks: two with its spear (humanoid form) or one with its bite and one with its hooves(hybrid form).
Bite (Horse or Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (2d8 + 3) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werehorse lycanthropy.
Hooves. (Horse or Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 7 (2d4 + 3) bludgeoning damage.
Spear (Humanoid Form Only). Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.
Description
The werehorse combines the knowledge and hatred of humanoids with the swiftness and destructive desires of horses into a reaper signaled by the irregular clatter of hooves in the darkness.
Now you will know why you fear the night.
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