Shapechanger. The weredeer 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 and Smell. The weredeer has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Multiattack. (Humanoid or Hybrid Form Only). The weredeer makes two attacks: two with its spear (humanoid form) or one with its bite and one with its knuckles (hybrid form).
Bite (Deer or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with weredeer lycanthropy.
Knuckles. (Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (2d4 + 2) 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
A Weredeer is a towering thing in hybrid form, with knuckles that have thickened and hardened into hooflike fists that pack a truly gigantic punch. In deer or humanoid form they're indistinguishable from the real thing but they have one key tell. In any form they're incredibly aggressive.
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