Monster of the Month: Werevulture

Just in time for Halloween, we give you the Werevulture for you to use in your 5e game. You can download the description and stat block of the werevulture here.  


Werevultures are manipulative beings with an affinity for the macabre. In humanoid form, they have thin or no hair, gaunt features, and ruddy skin. They avoid combat whenever possible, and focus on ranged attacks with longbows in humanoid or hybrid form. While hiding in society, werevultures gravitate towards roles that grant them access to a steady stream of carrion, such as undertakers or gravediggers.

Werevultures gather in family-like collectives called wakes. They do not like to spread their lycanthropy except to individuals who they adopt into their wake. Sometimes wakes of werevultures form cults devoted to vrocks because of the demons’ vulture-like appearance.

Player Characters as Werevultures A character might be adopted into a werevulture wake and become a werevulture. See the Player Characters as Lycanthropes sidebar in the Monster Manual. The following information applies specifically to werevultures.

Werevultures. The character gains a Dexterity of 14 if their score isn’t already higher. Attack and damage rolls for the natural weapons are based on whichever is higher of the character’s Strength or Dexterity.


Medium humanoid (human, shapechanger), neutral evil

Armor Class 12

Hit Points 39 (6d8 + 12)

Speed 30 ft. (10 ft., fly 50 ft. in vulture form)







10 (+0)

14 (+2)

14 (+2)

11 (-2)

12 (+1)

8 (-1)

Skills Perception +3

Damage Immunities bludgeoning, piercing, and slashing damage from nonmagical weapons that aren’t silvered

Senses darkvision 60 ft., passive Perception 13

Languages Common (can’t speak in vulture form)

Challenge 1 (200 xp)

Shapechanger. The werevulture can use its action to polymorph into a vulture-humanoid hybrid or into a vulture, 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’t transformed. It reverts to its true form if it dies.

Keen Sight and Smell. The werevulture has advantage on Wisdom (Perception) checks that rely on sight or smell.


Multiattack (Humanoid or Hybrid Form Only). The werevulture makes two attacks, only one of which can be with its beak.

Beak (Hybrid or Vulture Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werevulture lycanthropy.

Talons (Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.

Longbow (Humanoid or Hybrid Form Only). Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2).