Werepasserine (5e Creature)

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Werepasserine

Medium humanoid (human, shapechanger), chaotic good


Armor Class 15, 16 in bird or hybrid form (natural armor)
Hit Points 46 (8d8 + 10)
Speed 30 ft. (fly 50 ft. in hybrid form)


STR DEX CON INT WIS CHA
8 (-1) 17 (+3) 10 (+0) 10 (+0) 10 (+0) 18 (+4)

Skills Perception +4, Persuasion +6
Damage Immunities bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't silvered
Senses passive Perception 14
Languages Common (can't speak in bird form)
Challenge 3 (700 XP)


Flyby (Bird or Hybrid Form Only). The werepasserine doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Shapechanger. The werepasserine can use its action to polymorph into a bird-humanoid hybrid, into a bird, or back into its true humanoid form. Its ability scores, personality, and other game statistics, besides its size, speed, and AC, remain the same in each form. Any equipment it is wearing or carrying isn't transformed. The werepasserine reverts to its humanoid form if it dies. The werepasserine can polymorph into exactly one species of songbird as its bird form.

Keen Sight (Hybrid Form Only). The werepasserine has advantage on Perception checks that rely on sight.

ACTIONS

Multiattack (Humanoid or Hybrid Form Only). The werepasserine makes three attacks, only one of which can be with its beak.

Improved Melodic Tune (Bird or Hybrid Form Only). The werepasserine uses an action to have a creature within 15 of it make a DC 16 Wisdom saving throw or become charmed until the end of their next turn. The targeted creature(s) must be capable of hearing in order for this condition to take effect.

Beak (Bird or Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 3) piercing damage. If the target is a humanoid and of a good alignment, it must succeed on a DC 12 Constitution saving throw or be cursed with werepasserine lycanthropy.

Rapier (Humanoid or Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.


SSD93JR.jpg
A blue jay werepasserine in hybrid form.
Source


Werepasserines are a very small group of extroverted lycanthropes that radiate with positive energy. They are affable in nature, easily befriending any creature that crosses their path, even those that hunt werecreatures. Because their bubbly, radiant personalities clash with common stereotypes of lycanthropes, they're seen as an anomaly by all that have the scarce opportunity to encounter one. In humanoid form, a werepasserine appears to have noticeably rosy cheeks and an endless amount of energy. They have no negative feelings about sharing their gift with other humanoids that ask, freely passing on their lycanthropy to those who desire it. However, only those of a pure heart are capable of receiving the effects of werepasserine lycanthropy.

Werepasserines seek the sky as their sanctuary, since it represents freedom and independence to them. Because of this, they are usually found in mountainous regions, areas of high altitude, and even in the Elemental Plane of Air. When inhabiting the Elemental Plane of Air, werepasserines are seen as a strange species of aarakocra while in their hybrid forms.

Characters as Werepasserines

The songbird species that the character takes on while in bird form is the same as the werepasserine that gave the character werepasserine lycanthropy. The character also gains a Charisma of 16 if his or her score isn't already higher, and a +1 bonus to their AC while in bird or hybrid form (from natural armor). Attack and damage rolls for the natural weapons are based on Dexterity. The save DC for the Improved Melodic Tune is equal to 8 + the character's proficiency bonus + their Charisma modifier. Characters of a non-good alignment cannot receive werepasserine lycanthropy.


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