Trouble with the Truffles - Moldark's Clan
Moldark Wright (Wereboar)
Charge (Boar or Hybrid Form Only). If the Moldark moves at least 15 feet straight toward a target and then hits it with its tusks on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Relentless (Recharges after a Short or Long Rest). If Moldark takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
Shapechanger. Moldark can use its action to polymorph into a boar-humanoid hybrid or into a boar, 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.
Actions
Multiattack (Humanoid or Hybrid Form Only). Moldark makes two attacks, only one of which can be with its tusks.
Maul (Humanoid or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 ( 2d6+3 ) bludgeoning damage.
Tusks (Boar or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 ( 2d6+3 ) slashing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with wereboar lycanthropy.
Legendary Actions
Moldark can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Moldark regains spent legendary actions at the start of his turn. Command Clan. If Moldark is in his lair with others of his clan present, he may command them to take a single action. This action occurs immediately. Detect. Moldark makes a Wisdom (Perception) check. Enraged Bullrush. Moldark makes a Charge attack against a creature of large size or smaller that just hit him in melee. If he hits, both he and the target move 15 feet.
Moldark is a gruff humanoid with gray hair and gray eyes. He wears furs and leathers when walking about in human form. His boar-form is described as a "blue-gray" in color.
Hedgewere CR: 2
STR
10 +0
DEX
12 +1
CON
16 +3
INT
14 +2
WIS
12 +1
CHA
14 +2
Quills. In its natural form, the hedgewere can shoot its sharp quills as projectiles. Shapechanger. The hedgewere can use its action to polymorph into a small humanoid (usually a halfling or gnome), or into a tiny-sized hedgehog, or back into its true form, which is an anthropomorphic hedgehog. Its statistics, other than 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. Sharp Defense. Creatures who attack the hedgewere with natural weapons suffer 4 (1d6) piercing damage.
Actions
Bite (Hedgehog or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d8+1) 1d8+1 piercing damage. Unlike lycanthropes, the hedgewere does not curse those its bites. Cane. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6) 1d6 bludgeoning damage.
Wererabbit CR: 2
STR
12 +1
DEX
16 +3
CON
12 +1
INT
14 +2
WIS
10 +0
CHA
12 +1
Keen Hearing and Smell. The wererabbit has advantage on Wisdom (Perception) checks that rely on hearing or smell. Shapechanger. The wererabbit can use its action to polymorph into a small rabbit-humanoid hybrid or into a giant rabbit, or back into its true form, which is humanoid. Its statistics, other than 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.
Actions
Bite (Rabbit or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d8+1) 1d8+1 piercing damage. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with wererabbit lycanthropy. Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) 1d6+2 piercing damage.
Wereraven CR: 2
STR
10 +0
DEX
15 +2
CON
11 +0
INT
13 +1
WIS
15 +2
CHA
14 +2
Shapechanger. The wereraven can use its action to polymorph into a raven-humanoid hybrid or into a raven, or back into its human form. Any equipment it is wearing or carrying isn't transformed. It reverts to its human form if it dies. Mimicry. The wereraven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.
Actions
Multiattack (Human or Hybrid Form Only). The wereraven makes two weapon attacks, one of which can be with its hand crossbow. Beak (Raven or Hybrid Form Only). Melee Weapon Attack: +4 to hit 1d20+4 , reach 5 ft., one target. Hit: 1 piercing damage in raven form, or 4 (1d4+2) 1d4+2 piercing damage in hybrid form. If the target is humanoid, it must succeed on a DC 10 Constitution saving throw or be cursed with wereraven lycanthropy. Shortsword (Humanoid or Hybrid Form Only). Melee Weapon Attack: +4 to hit 1d20+4 , reach 5 ft., one target. Hit: 5 (1d6+2) d6+2 piercing damage. Hand Crossbow (Humanoid or Hybrid Form Only). Ranged Weapon Attack: +4 to hit 1d20+4 , range 30/120 ft., one target. Hit: 5 (1d6+2) d6+2 piercing damage.
Wererat
Keen Smell. The wererat has advantage on Wisdom (Perception) checks that rely on smell.
Shapechanger. The wererat can use its action to polymorph into a rat-humanoid hybrid or into a giant rat, 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.
Actions
Multiattack (Humanoid or Hybrid Form Only). The wererat makes two attacks, only one of which can be a bite.
Bite (Rat or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 ( 1d4+2 ) piercing damage. If the target is a humanoid, it must succeed on a DC 11 Constitution saving throw or be cursed with wererat lycanthropy.
Shortsword (Humanoid or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 ( 1d6+2 ) piercing damage.
Hand Crossbow (Humanoid or Hybrid Form Only). Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 ( 1d6+2 ) piercing damage.
Werewolf
Keen Hearing and Smell. The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Shapechanger. The werewolf can use its action to polymorph into a wolf-humanoid hybrid or into a wolf, 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.
Actions
Multiattack (Humanoid or Hybrid Form Only). The werewolf makes two attacks: one with its bite and one with its claws or spear.
Bite (Wolf 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 12 Constitution saving throw or be cursed with werewolf lycanthropy.
Claws (Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 ( 2d4+2 ) slashing damage.
Spear (Humanoid Form Only). Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 5 ( 1d6+2 ) piercing damage, or 6 ( 1d8+2 ) piercing damage if used with two hands to make a melee attack.