Werepeacock (5e Creature)

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Werepeacock[edit]

Medium humanoid (human, shapechanger), chaotic good


Armor Class 12, 13 (natural armor) in peacock or hybrid form
Hit Points 77 (14d8 + 14)
Speed 30 ft. (30 ft., fly 60 ft. in peacock or hybrid form)


STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 12 (+1) 11 (+0) 12 (+1) 15 (+2)

Skills Performance +6, Persuasion +4
Proficiency Bonus +2
Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
Senses passive Perception 11
Languages Common (can't speak in peacock form)
Challenge 2 (450 XP)


Shapechanger. The werepeacock can use its action to polymorph into a peacock-humanoid hybrid or into a Medium peacock, or back into its true form, which is humanoid. Its statistics, other than its size and 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 Sight. The werepeacock has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Speak with Beasts and Plants. The werepeacock can communicate with beasts and plants as if they shared a language.

ACTIONS

Multiattack (Humanoid or Hybrid Form Only). The werepeacock makes two attacks: one with its rapier and one with its boomerang.

Beak (Peacock 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 11 Constitution saving throw or be cursed with werepeacock lycanthropy.

Rapier. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Boomerang. Ranged Weapon Attack: +3 to hit, range 30/120 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.

Charming Feathers (Peacock or Hybrid Form Only). The werepeacock opens its feathers at a creature it can see within 60 feet of it. The target must succeed on a DC 14 Wisdom saving throw against this magic or be charmed by the werepeacock for 1 minute, regarding the werepeacock as a trusted friend to be heeded and protected. Although it isn't under the werepeacock's control, it takes the werepeacock's requests and actions in the most favourable way it can.
An affected creature can repeat the saving throw at the end of its turn or whenever it takes damage, ending the effect on itself on a success. If the target's saving throw is successful or the effect ends on it, the target is immune to the werepeacock's Charming Feathers for 24 hours.


Werepeacocks are social lycanthropes that are excitable and intelligent, even in bestial form. In humanoid form, a werepeacock has long, brightly coloured hair. Werepeacocks gain the ability to fly in their hybrid and peacock forms, and most prefer to fight in hybrid form, peppering enemies with boomerangs or striking foes that draw too near with their wicked beaks. Werepeacocks live in thick jungles and frequently pass on their curse to other humanoids, as every new werepeacock is a new companion for dance and play. However, some werepeacocks think they are higher than others and strike out alone.

Players as Werepeacocks

The character gains a Charisma of 15 if his or her score isn't already higher, and a +1 bonus to AC while in peacock or hybrid form (from natural armor). Attack and damage rolls for the beak are based on whichever is higher of the character's Strength and Dexterity.

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