Medium Humanoid (Human Shapechanger), Lawful Good


Armor Class : 12
Hit Points : 31 (7d8)
Speed : 30’ (Fly 50’ in Raven and Hybrid Form).

STR 10 (+0), DEX 15 (+2), CON 11 (+0), INT 13 (+1), WIS 15 (+2), CHR 14 (+2).

Skills : Insight (+4), Perception (+6).
Damage Immunities : Bludgeoning, Piercing, and Slashing from Non-Magical Attacks not made with silvered weapons.
Senses : Passive Perception 16.
Languages : Common (Cannot speak in Raven form).
Challenge : 2 (450 XP)

Shapechanger : The wereraven can use its action to polymorph into a raven-humanoid hybrid or into a raven, or back into its human form. Its statistics, other than its size are the same in each form. Any equipment worn or carried 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.


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, reach 5’, one target.
Hit : 1 piercing damage in raven form, or 4 (d4+2) piercing damage, in Hybrid form. If teh target is humanoid, it must succeed on a DC 10 Constitution saving throw or be cursed with wereraven lycanthropy.

Shortsword : Melee Weapon Attack : +4 to hit, reach 5’, one target.
Hit : 5 (d6+2) piercing damage.

Hand Crossbow (Humanoid or Hybrid Form Only) : Ranged Weapon Attack : +4 to hit, range 30’/120’, one target.
Hit : 5 (d6+2) piercing damage.


Wereravens are secretive and extraordinarily cautious lycanthropes that trust one another, but are wary of just about everyone else. Although skilled at blending into society, they keep mostly to themselves, respect local laws, and strive to do good whenever possible.

In their human and hybrid forms, wereravens favor light weapons. They are reluctant to make bite attacks in raven form for fear of spreading their curse to those who don’t deserve it or who would abuse it.

A Kindness of Wereravens : Wereravens refer to their tightly knit groups as “kindnesses”. A kindness of wereravens usually numbers between seven and twelve individuals. Not surprisingly, wereravens get along well with ravens and often hide in plain sight among them.

Charitable Collectors : Wereravens like to collect shiny trinkets and precious baubles. They are fond of sharing their wealth with those in need and, in their humanoid forms, modestly give money to charity. They take steps to keep magic items out of evil hands by stashing them in hidden places.

Characters as Wereravens : A character afflicted with wereraven lycanthropy gains a Dexterity of 15 if his or her score isn’t already higher. Attack and damage rolls for the wereraven’s bite are based on whichever is higher of the character’s Strength and Dexterity. The bite of a wereraven in raven form does 1 point of piercing damage (no ability modifiers apply to this damage) and carries the curse of lycanthropy.


Thieves & Kings Robling