Wereape (5e Creature)
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Medium humanoid (human, shapechanger), neutral
Skills Athletics +5, Perception +3
Shapechanger. The wereape can use its action to polymorph into an ape-humanoid hybrid or into an ape, 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.
Multiattack. The wereape makes two attacks, only one of which can be a bite.
Bite (Ape or Humanoid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with wereape lycanthropy.
Fist (Ape or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.
Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack.
Wereapes are savage, yet secretive lycanthropes. In humanoid form, wereapes are muscular and hairy, and they often rest their hands on the ground as they walk. In animal form, a wereape becomes covered in fur and its teeth become much longer and sharper. Most wereapes do battle in hybrid form, where they can make full use of their natural abilities.
Characters as Wereapes
The character gains a Strength of 16 if his or her score isn't already higher, and a +1 bonus to AC while in ape or hybrid form (from natural armor). Attack and damage rolls for the natural weapons are based on Strength.