Actions/Abilities/Traits: (D&D 5e)
Action
Beak (Hybrid or Raven Form Only)
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. If the target is a humanoid, it must succeed on a DC 10 Constitution saving throw, or be cursed with wereraven lycanthropy.
Action
Rapier (Humanoid or Hybrid Form Only)
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Action
Talons (Hybrid or Raven Form Only)
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Action
The wereraven makes two weapon attacks.
Multiattack (Humanoid or Hybrid Form Only)
Special
Flyby
The wereraven doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Special
Mimicry
The wereraven can mimic simple sounds it has heard, such as whispering, screams of pain, or the cries of a wild animal. A creature that hears the sounds can identify them as imitations with a successful DC 13 Wisdom (Insight) check.
Special
Plunging Attack
If the wereraven is flying, and dives at least 30 feet straight toward a creature and then hits it with a talons attack, the target must succeed on a DC 10 Dexterity saving throw, or become blinded for 1 minute. Any effect that restores hit points also removes this blindness.
Special
Shapechanger
The wereraven can use its action to polymorph into a raven-humanoid hybrid, or into a Small raven, 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.