Medium Humanoid (Human, Shapechanger), Neutral Evil
Armor Class 10 in human, hybrid or donkey form
Hit Points 48 (8d6 + 12)
Speed 40 ft.
STR
17 (+3)
DEX
10 (+0)
CON
16 (+3)
INT
8 (-1)
WIS
12 (+1)
CHA
8 (-1)
Saving Throws STR +5
Skills Athletics +5
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Condition Immunities Frightened
Senses Passive Perception 11
Languages Common (can't speak in boar form)
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Shapechanger. The weredonkey can use its action to polymorph into a donkey-humanoid hybrid or into a donkey, or back into its true form, which is humanoid. Its statistics 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.

Sure-Footed (Hybrid or Donkey Form Only).The weredonkey has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

Stubborn (Hybrid or Donkey Form Only). The weredonkey is stubborn. Once it has chosen a target, it will not let go. The weredonkey is immuned to spells and abilities that would make him switch from his original target, as well as to the frightened condition. If a spell or ability switch the place of the target with another creature, the donkey do not attack and lose its action for this turn. A weredonkey can target only one creature, that is not already targeted by another weredonkey. Optional : You can roll a die equal to the number of creature in the opposing party do determine the target of the weredonkey for the whole battle.

Annoying (Human, Hybrid or Donkey Form Only). The weredonkey can use its hee-haw to make fun of its ennemies. If it is in human form, he just tells a joke. As a bonus action, the weredonkey can target a creature to attract its fury. The target must sucess a Wisdom Saving Throw (DC 14) or be forced to target the weredonkey until the weredonkey's death. A target can repeat the saving throw at the end of each of its turn, on a success, it is freed from this effect. 

 

Actions

Hooves (Donkey or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (1d6 + 4) bludgeoning damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with weredonkey lycanthropy.

Description

"Stop being a fool, or you'll turn into a donkey" warn the mother of Faerun. But some kids just don't listen to their mom.

Weredonkey are idiots, fools, jesters and pranksters that messed with the wrong magic-wielder. This is a curse weredonkey come to term with pretty easily since it allows them to pull their favorite prank : turn someone else into a weredonkey, spreading this aweful plague on Faerun.

As any lycanthrope, they can shapechange from Humanoïd to Donkey or an Hybrid transformation, and they can pass on this awful curse. In Hybrid form, their hands and feet turn into hooves making them unable to wield a weapon, their nose turn into a muzzle and their ears into donkey ears. They grow a thick hide and a rough greyish fur and a tail.

On Fool Moon, Bob's Night Celebration, when pranksters pay a tribute to the god of fun and laughter, weredonkeys lose control of their shapeshifting ability, as the werewolf do under the full moon. They turn into an Alpha Weredonkey, an horrid creature that can't stop but pulling unfunny jokes and pranks to poor people. On Fool Moon, people tend to leave big cities, or barricade themselves to avoid these creatures.

Monster Tags: Shapechanger

Habitat: HillMountainUrban

Warlot3

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