Wereowl 2014
CR 5 humanoid
Medium humanoid, lawful evil
The wereowl doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.
The wereowl has advantage on Wisdom (Perception) checks that rely on hearing or sight.
The wereowl can use its action to polymorph into an owl-humanoid hybrid or into a giant owl, 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.
The wereowl has advantage on Dexterity (Stealth) checks when it flies.
Actions
In owl form, the wereowl makes two talon attacks. In humanoid form, it makes three shortbow or shortsword attacks. In hybrid form, it can attack like an owl or a humanoid.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with wereowl lycanthropy.
Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Source: Tome of Beasts 2 (Kobold Press) · License: OPEN GAME LICENSE Version 1.0a details