Shapechanger. The werehawk can use its action to polymorph into a hawk-humanoid hybrid or 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 hawk has advantage on Wisdom (Perception) checks that rely on sight.
Pack Tactics. The hawk has advantage on an attack roll against a creature if at least one of the hawk's allies is within 5 feet of the creature and the ally isn't incapacitated.
Crossbow Expert: The werehawk, in human form only, ignores the loading property of crossbows with which they are proficient. Being within 5 feet of a hostile creature doesn’t impose disadvantage on their ranged attack rolls.
Multiattack (Human or Hybrid Form Only). The werehawk makes two weapon attacks, one of which can be with its hand crossbow, unless in human form, where two attacks can be with the crossbow.
Beak (Hawk or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 10 Constitution saving throw or be cursed with werehawk lycanthropy.
Dagger (Humanoid or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Hand Crossbow (Humanoid or Hybrid Form Only). Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
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