Vulnerability. Werecamels are suspectable to attacks from yellow metal weapons which inflict double damage. (see monster characteristics)
Multiattack. The werecamel makes two attacks, using Hoof or a weapon in any combination. It can replace one attack with a Bite attack.
Bite (Rat or Hybrid Form Only). Melee Attack Roll: +5, reach 5 ft. Hit: 8 (1d4 + 3) Piercing damage. If the target is a Humanoid, it is subjected to the following effect. Constitution Saving Throw: DC 11. Failure: The target is cursed. If the cursed target drops to 0 Hit Points, it instead becomes a Werecamel under the DM’s control and has 10 Hit Points. Success: The target is immune to this werecamel’s curse for 24 hours.
Hoof. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Bludgeoning damage.
Sling (Humanoid or Hybrid Form Only). Ranged Attack Roll: +5, range 30/120 ft. Hit: 6 (1d4 + 3) Blugeoning damage.
Brass Scimitar. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Slashing damage.
Shape-Shift. The werecamel shape-shifts into a Medium rat-humanoid hybrid or a Large camel, or it returns to its true humanoid form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed.
Description
This camel herder became cursed moons ago and has slowly corrupted into a monster ever since.
Werecamels are not vulnerable to silvered weapons like more common werecreatures but instead are vulnerable to yellow metals. These include copper, brass, bronze, and gold. They carry such weapons themselves because they are territorial creatures who arm themselves to drive away or kill others of their own kind. Weapons made of yellow metals or covered with them overcome the invulnerablity of werecamels. In fact, yellow metal weapons inflict double damage.
They hate yellow metal coins and will not accept them as payment.
Werecamels are most active during daylight hours.
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