b'Lycanthrope, Werecaiman \n'b'  Family:   Lycanthropes  \n'b'  Medium   humanoid  (shapechanger),  neutral evil  \n'b'  Armor Class  11, 15 (natural armor) in blood caiman or hybrid form \n'b' Hit Points  58 (9d8 + 18)  Speed  30 ft., 20 ft. in blood caiman form; swim 30 ft.\n'b' STATS STR: 17 (+3) DEX:  13 (+1)  CON:  14 (+2)  INT:  12 (+1)  WIS:  12 (+1)  CHA:  6 (-2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Str  +5,  Con  +4  Skills   Athletics  +5,  Perception  +3,  Stealth  +3,  Survival  +3  Damage Immunities  bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered  Senses  passive  Perception  13  Languages  Common (can\xe2\x80\x99t speak in blood caiman form)  Challenge  3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Shapechanger . The werecaiman can use its action to  polymorph  into a caiman-humanoid hybrid, into a blood caiman, 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\xe2\x80\x99t transformed. It reverts to its true form if it dies. \n'b'  Hold Breath . The werecaiman can hold its breath for 30 minutes. \n'b'  Keen Senses . The werecaiman has advantage on  Wisdom  ( Perception ) checks that rely on hearing and sight. \n'b'  Sprint . Once per minute, a werecaiman can increase its land speed to 60 feet for 1 round. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The werecaiman makes two attacks: two with its battleaxe (humanoid or hybrid form), or one with its spear and one with its bite (hybrid form), or one with its bite and one with its tail slap (hybrid or blood caiman form). \n'b'  Bite (Blood Caiman or Hybrid Form Only) .  Melee Weapon Attack : +5 to hit, reach 5 ft., one target.  Hit : 7 (1d8 + 3) piercing damage. If the target is a humanoid, it must succeed on a DC 12  Constitution  saving throw or be cursed with werecaiman lycanthropy. \n'b'  Tail Slap (Blood Caiman or Hybrid Form Only) .  Melee Weapon Attack : +5 to hit, reach 5 ft., one target.  Hit : 8 (1d10 + 3) bludgeoning damage. If the target is a creature, it must succeed on a DC 13  Strength  saving throw or be knocked  prone . \n'b'  Spear (Humanoid Form Only) .  Melee or Ranged Weapon Attack : +5 to hit, one creature.  Hit : 7 (1d8 + 3) piercing damage, or 8 (1d10 + 3) piercing damage if used with two hands to make a  melee attack . \n'b'  Death Roll (Blood Caiman Form Only) . When grappling a foe of its size or smaller while in Blood Caiman form, a werecaiman can perform a death roll on its subsequent turn as its action. As it clings to its foe, it tucks in its legs and rolls rapidly, twisting and wrenching its victim. The blood caiman inflicts its bite damage and knocks the creature  prone . The creature is still  grappled  by the blood caiman. \n'b'\n'b' ABOUT \n'b' Werecaimans are known to be calculating and lecherous; they are notorious for an obsession with violence and with terrorizing anyone who dares enter their territory. They decorate their territories with skulls and other warnings that they enjoy showing to human interlopers to inspire dread. Indeed, many werecaimans assume human form to lure unsuspecting humans into following them far beyond any hope of help before terrorizing them and slowly hunting them down and tearing them to pieces. In general, werecaimans regard werecaiman-kin as pale shadows of a werecaiman\xe2\x80\x99s true might. As such, werecaimans think little of imposing their will on scalehearts unless the latter have demonstrated exceptional strength and brutality. \n'b'  Rogue Wanderer . Werecaimans usually prefer to stick to their own territory, but those who manage to keep in touch with human curiosity sometimes take easily to a life of adventure, at least temporarily. These psychopathic but patient travelers often range many miles from their territory in pursuit of new and more challenging prey to make their reputation more intimidating.'