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Wereravens can shift between three forms: human, hybrid, and a large raven. In human form, they have dark hair, sharp features, and piercing black eyes, often exuding an air of quiet wisdom. As ravens, they appear as unnaturally large specimens, often the size of a dog, with sleek, jet-black feathers that shimmer in the light. Their hybrid form combines humanoid and avian traits, with wings, talons, and beak-like features, allowing them to blend their intelligence and agility with natural weapons. Their movements are graceful and deliberate, evoking both the elegance of a bird in flight and the cunning of a predator.

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Lycanthrope, Wereraven

Medium Humanoid (Lycanthrope)

Armor Class 13

Hit Points 26 (4d8 + 8)

Speed 30 ft. (10 ft., fly 50 ft. in hybrid or raven form)

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Skills Perception +4

Immunities Bludgeoning, Piercing, and Slashing from nonmagical attacks not made with silvered weapons

Senses Passive Perception 12

Languages Common (can’t speak in raven form except through its Mimicry trait)

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Special Traits

Mimicry. The wereraven can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check.

Actions

Multiattack (Humanoid or Hybrid Form Only). The wereraven makes two melee weapon attacks, only one of which can be with its beak.

Beak (Hybrid or Raven Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) piercing damage. If the target is a humanoid it must succeed on a DC 12 Constitution savin gthrow or be cursed with wereraven lycanthropy. Additionally, if the wereraven scores a critical hit, the target must make also make DC 13 Constitution saving throw, or have one of its eyes pecked out. A humanoid target with only one eye has has disadvantage on ranged weapon attacks and Wisdom (Perception) checks made to see; a humaoid target that loses both eyes is Blinded. A lost eye can be restored with a regeneration spell or similar magic.

Rapier (Humanoid or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

Change Shape. The wereraven uses its action to polymorph into a raven-humanoid hybrid or into a Small raven, or back to its true form, which is humanoid. 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 true form if it dies.

Detect Evil. As an action, the wereraven magically knows if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of it, as well as where the creature is located. Similarly, it knows if there is a place or object within 30 feet of it that has been magically consecrated or desecrated. This effect can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. The effect lasts for as long as the wereraven concentrates.

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