Wereowl (5e Creature)

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Medium humanoid (human, shapechanger), neutral

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

13 (+1) 15 (+2) 12 (+1) 11 (+0) 15 (+2) 12 (+1)

Skills Perception +6, Stealth +4
Damage Immunities bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't silvered
Senses darkvision 120 ft. (owl form only), passive Perception 16
Languages Common (can't speak in owl form)
Challenge 2 (450 XP)

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

Shapechanger. The wereowl can use its action to polymorph into an owl-humanoid hybrid or into a Large owl, 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 wereowl has advantage on Wisdom (Perception) checks that rely on hearing or sight.


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

Beak (Owl or Hybrid Form Only). Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage. If the target is a humanoid, it must succeed on a DC 11 Constitution saving throw or be cursed with wereowl lycanthropy.

Talons (Owl or Hybrid Form Only). Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) slashing damage.

Shortsword (Humanoid or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Longbow (Humanoid or Hybrid Form Only). Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Wereowls are solitary lycanthropes that are calm and intelligent, even in bestial form. In humanoid form, a wereowl appears to have a somewhat rounded face and very large eyes that rarely close. Wereowls gain the ability to fly in their hybrid and owl forms, and most prefer to fight in hybrid form, peppering enemies with arrows or slashing foes that draw too near with their wicked talons. Wereowls live in thick forests and rarely pass on their curse to other humanoids, as every new wereowl is competition for territory and food, though some wereowls have been known to form conclaves dedicated to protecting their territories or some other shared goal.

Characters as Wereowls

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

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