Wereraptor (5e Creature)
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Medium humanoid (human, shapechanger), chaotic neutral
Skills Perception +4, Stealth +6
Shapechanger. The wereraptor can use its action to polymorph into a raptor-humanoid hybrid or a ground hawk, or back into 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.
Pounce (Ground Hawk or Hybrid Form Only). If the wereraptor moves at least 20 feet straight toward a creature and hits it with a claw attack on the same turn, the target must succeed a DC 12 Strength saving throw or be knocked prone. If the target is prone, the wereraptor can make one bite attack against it as a bonus action, and the target is grappled (escape DC 12).
Multiattack. The wereraptor makes three attacks: one with its bite and two with its claws or shortsword.
Bite (Ground Hawk or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. If the target is humanoid it must succeed on a DC 11 Constitution saving throw or be cursed with wereraptor lycanthropy.
Claw (Ground Hawk or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 6 (1d8 + 2) slashing damage.
Shortsword (Humanoid or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Wereraptors are quick and cunning lycanthropes. As humanoids, they have unusually long toenails, and their teeth are slightly pointed.
Characters as Wereraptors
The character gains a Dexterity of 16 if his or her score isn't already higher. Attack and damage rolls for the natural weapons are based on the character's Strength. For the Pounce trait, the DC is 8 + the character's proficiency bonus + Strength modifier.