b'Wereowl \n'b'  Family:   Lycanthropes  \n'b'  Medium   humanoid  (elf, shapechanger),  neutral  \n'b'  Armor Class  15 (leather) in humanoid form, 15 (natural armor) in giant owl and hybrid forms  Hit Points  90 (10d8)  Speed  35 ft. (fly 60 ft. in Hybrid or giant owl form)\n'b' STATS STR: 12 (+1) DEX:  18 (+4)  CON:  10 (+0)  INT:  14 (+2)  WIS:  19 (+4)  CHA:  15 (+1)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Perception  +6,  Stealth  +10  Damage Immunities  bludgeoning, piercing, and slashing damage from nonmagical weapons that aren\xe2\x80\x99t silvered  Senses  blindsight 60 ft.,  darkvision  120 ft., passive  Perception  20  Languages  Common, Elven, Sylvan (cannot speak in giant owl form)  Challenge  7 (2,900 XP) \n'b' SPECIAL Traits \n'b'\n'b'  Echolocation . The wereowl can\xe2\x80\x99t use its blindsight while  deafened . \n'b'  Flyby . The wereowl does not provoke opportunity attacks when it flies out of an enemy\xe2\x80\x99s reach. \n'b'  Keen Hearing and Sight . The wereowl has advantage on  Wisdom  ( Perception ) checks that rely on hearing or sight. \n'b'  Shapechanger . The wereowl can use its action to  polymorph  into an owl-hybrid or into a giant owl, or back into its true form, which is that of a wood  elf . Its statistics, other than the changes noted, are the same for 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'  Spellcasting . The wereowl is a 12th level spellcaster. Its spellcasting ability is  Wisdom  (spell save DC 16, +8 to hit with attacks). The wereowl may cast  detect thoughts  at will and has the following spells prepared:\n'b'\n'b'\n'b'  Cantrips (at will) : druidcraft,  chill touch ,  guidance , spare the dying \n'b'  1st level (4 slots) :  command ,  detect magic ,  identify ,  thunderwave  \n'b'  2nd level (3 slots) :  animal messenger ,  augury ,  locate animals or plants ,  locate object ,  moonbeam ,  suggestion  \n'b'  3rd level (3 slots) :  conjure animals ,  nondetection , feign death,  speak with dead  \n'b'  4th level (3 slots) :  arcane eye ,  confusion ,  locate creature  \n'b'  5th level (2 slots) :  commune with nature ,  legend lore ,  reincarnate ,  scrying  \n'b'  6th level (1 slot) :  heal  \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The wereowl makes two attacks. \n'b'  Bite (Giant Owl or Hybrid Form Only) .  Melee Weapon Attack : +8 to hit, reach 5 ft., one target.  Hit : 10 (1d8+4) piercing damage. If the target is humanoid, it must succeed on a DC 15  Constitution  saving throw or be cursed with wereowl lycanthropy. \n'b'  Blessed Sickle (Humanoid or Hybrid Form Only) .  Melee Weapon Attack : +8 to hit, reach 5 ft., one target.  Hit : 10 (1d6+6) slashing damage, plus 6 (1d10) radiant damage. Attacks made with the blessed sickle are considered both magical and silvered. \n'b'  Longbow (Humanoid or Hybrid Form Only) .  Ranged Weapon Attack : +8 to hit, range 150/600 ft., one target.  Hit : 9 (1d8+4) piercing damage. \n'b'  Talons (Giant Owl or Hybrid Form Only) .  Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage. \n'b'\n'b' ABOUT \n'b' An owl glides silently from the canopy of night. You realize too late that the large creature\xe2\x80\x99s eyes hold the gleam of intelligence, and malice. \n'b' Those blessed, or cursed, with wereowl lycanthropy gain a deep connection to the natural world and divine insight into the workings of fate. Many wereowls, even those that lean toward good, find living within their family communities painful as they watch the destinies of their friends and loved ones unfurl before them. As such, wereowls tend to move to the edges of their former homes, seeking refuge in solitude. \n'b' Both their isolation and insights make them fuel for legends, and wereowls are often sought out by adventurers for advice, insight, and blessings. \n'b' Unfortunately, though some wereowls retain the good nature of their elven heritage, others go mad from their sudden and unnerving connection to the universe, making them dangerous hunters who can see their prey\xe2\x80\x99s moves long before the prey does.'