b'Wereotter \n'b'  Family:   Lycanthropes  \n'b'  Medium   humanoid  ( human , shapechanger),  chaotic good  \n'b'  Armor Class  13  Hit Points  44 (8d8 +8)  Speed  30 ft., (swim 40 ft. in otter or hybrid form)\n'b' STATS STR: 13 (+1) DEX:  16 (+3)  CON:  13 (+1)  INT:  12 (+1)  WIS:  15 (+2)  CHA:  17 (+3)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Perception  +4,  Survival  +5  Damage Immunities  bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons  Senses   darkvision  60 ft. (otter and hybrid forms only), passive  Perception  14  Languages  Common (can\xe2\x80\x99t speak in otter form)  Challenge  2 (450 XP)  Proficiency Bonus  +2 \n'b' SPECIAL TRAITS \n'b'\n'b'  Hold Breath . The wereotter can hold its breath for 10 minutes. \n'b'  Keen Hearing and Smell . The wereotter has advantage on  Wisdom  ( Perception ) checks that rely on hearing or smell. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The wereotter makes three Javelin attacks, or it makes one Bite  attack  and two Javelin attacks. It can replace one Javelin  attack  with a Net  attack . \n'b'  Bite (Otter or Hybrid 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 11  Constitution  saving throw or be cursed with wereotter lycanthropy. \n'b'  Javelin (Humanoid or Hybrid Form Only) .  Melee or Ranged Weapon Attack : +3 to hit, reach 5 ft. or range 30/120 ft., one target.  Hit : 4 (1d6 + 1) piercing damage. \n'b'  Net (Humanoid or Hybrid Form Only) . Ranged Weapon Attack: +3 to hit, range 5/15 ft., one target.  Hit : A Large or smaller creature hit by the net is  restrained  until it is freed. The net has no effect on creatures that are formless or creature that are Huge or larger. A creature, including the target, can take its action to free the  restrained  target by succeeding on a DC 11  Strength  check. Dealing 5 slashing damage to the net (AC 10) frees the target without harming it, ending the effect and destroying the net. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b'  Change Shape . The wereotter transforms into a Medium otterhumanoid hybrid or into a Large otter, 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\xe2\x80\x99t transformed. It reverts to its true form if it dies. \n'b'\n'b' ABOUT \n'b' Its soft pelt glimmering, the bipedal otter climbs onto the river\xe2\x80\x99s shoreline, water cascading off its fur. Tugging a short rope, the creature hoists up a net, brimming with flapping fish. \n'b' Wereotters are gentle, thoughtful lycanthropes with an air of mischievousness. In humanoid form, they remain quite calm, even in the face of threats, though they can become fierce when protecting themselves or a loved one. Wereotters do their utmost to not spread their curse to others and will bite a humanoid only when no other options are present. When facing hostile humanoids, wereotters rely on their net to capture a foe, then release the attacker far from the  lycanthrope\xe2\x80\x99s  home. \n'b'  Family-Oriented . Groups of wereotters are extended families with the founding member cursed and passing their lycanthropy on to their children. Thus, non-lycanthropes can be found in these small clusters, having married into or been adopted by the family. These family groups tend to live outside most civilized towns and village. \n'b'  River and Swamp Dwellers . Encountered most often in swamps, on lakeshores, or by rivers deep in mountain ranges or forest, wereotters use their unique skills to fish and forage for food for their family clusters. Some build small stilt villages over or along the water, while others use what nature has provided, living in large cave networks.'