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Weredactyl

Medium humanoid (shapechanger), chaotic evil

Armor Class 12
Hit Points 44 (8d8 + 8)
Speed 30 ft. (human or hybrid form); 10 ft., 50 ft. flying (pterodactyl form)

STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 12 (+1) 7 (–2) 10 (+0) 8 (–1)

Damage Immunities bludgeoning, piercing, and slashing damage from nonmagical weapons that aren’t silvered
Senses darkvision 60 ft., passive Perception 10
Languages Common, Skelzi
Challenge 2 (450 XP)

Special Traits

  • Shapechanger. The weredactyl can use its action to polymorph into a pterodactyl-humanoid hybrid or into a pterodactyl, or back into its true form, which is humanoid. Its statistics 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.

Actions

  • Multiattack. The weredactyl makes two melee or ranged attacks.
  • Peck (Pterodactyl or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
  • Claw (Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. If two claw attacks hit the same target on the weredactyl’s turn, the target must make a successful DC 12 Dexterity saving throw or be grappled (escape DC 11).
  • Handaxe (Human or Hybrid Form Only). Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

About

Weredactyls in their human form are fat, slouching humanoids with protruding faces, low foreheads, and sagittal crests. Their were-form is a pterodactyl with long human fingers at the wing-joint and human eyes. In hybrid form, their arms and legs are more developed, and their wings and beaks are small, too small to enable flight in the case of the wings.

Weredactyls live in servitude to the evil skelzis. They are naturally stupid even in human form. If they spend more than six continuous hours in pterodactyl form, they go feral and must be retrained from scratch to be of any use to their skelzi masters. Obviously, the skelzis go to great lengths to prevent this from happening — just one reason why weredactyls are almost never encountered without skelzis nearby.

In the Material Plane, a weredactyl can fly with a Small rider, but it isn’t strong enough to carry a Medium rider in flight. Enlarge/reduce potions and spells are highly valued by skelzis visiting the Material Plane because they can use them to become small enough for their weredactyl mounts to carry them, then return to normal size at the conclusion of their journey.

Section 15: Copyright Notice

The City That Dripped Blood © 2018, Frog God Games, LLC; Author: Steve Winter