--- >#### Bat >You gain the following benefits: >- **Alignment**. Neutral Evil >- You gain a Dexterity score of 17 if your score isn't already higher. >- **Keen Hearing**. You gain advantage on Wisdom (Perception) checks that rely on hearing. > >**Beast or Hybrid Form Only**. >- **Speed**. You gain a climbing speed of 30 feet and a flying speed of 60 feet. >- **Echolocation**. You have blindsight out to a range of 60 feet as long as you are not deafened. >- **Sunlight Sensitivity**. While in sunlight, you have disadvantage on attack rolls, as well as on Wisdom (Perception) cehcks that rely on sight. >- **Bite**. Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike, and you gain temporary hit points equal to the damage dealt. Goblin Werebat \pagebreakNum >#### Bear >You gain the following benefits: >- **Alignment**. Neural Good >- You gain a Strength score of 19 if your score isn't already higher. >- **Keen Smell**. You gain advantage on Wisdom (Perception) checks that rely on smell. > >**Beast or Hybrid Form Only**. >- **Speed**. Your walking speed increases by 10 feet and you gain a climbing speed of 30 feet. >- **Resilient Hide**. You gain a +1 bonus to AC (from natural armor). >- **Bite**. Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 2d10 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. >- **Claws**. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 2d8 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. \columnbreak >#### Boar >You gain the following benefits: >- **Alignment**. Neutral Evil >- You gain a Strength score of 17 if your score isn't already higher. >- **Relentless**. If you take 14 damage or less that would reduce you 0 hit points, you are reduced to 1 hit point instead. Once you use this ability you can't do so again until you complete a short or long rest. > >**Beast or Hybrid Form Only** >- **Speed**. Your walking speed increases by 10 feet. >- **Resilient Hide**. You gain a +1 bonus to AC (from natural armor). >- **Tusk**. Your tusk is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 2d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. >- **Charge**. If you move at least 15 feet straight toward a target and then hit it with your tusks on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a Strength saving throw (DC equal to 8 + your Proficiency bonus + your Strength modifier) or be knocked prone. \pagebreakNum >#### Rat >You gain the following benefits: >- **Alignment**. Lawful Evil >- You gain a Dexterity score of 15 if your score isn't already higher. >- **Keen Smell**. You gain advantage on Wisdom (Perception) checks that rely on smell. >- **Darkvision**. You have superior vision in dim and dark conditions. You gain Darkvision, to a range of 60 feet. > >**Beast or Hybrid Form Only**. >- **Pact Tactics**. You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and your ally isn't incapacitated. >- **Bite**. Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d4 + your Strength or Dexterity modifier (your choice), instead of the bludgeoning damage normal for an unarmed strike. \columnbreak >#### Raven >You gain the following benefits: >- **Alignment**. Lawful Good >- You gain a Dexterity score of 15 if your score isn't already higher. >- **Insight**. You gain proficiency in the Insight skill. >- **Mimicry**. You can mimic simple sounds you have heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful Wisdom (Insight) check (DC 8 + your Proficiency bonus + your Charisma modifier). > >**Beast or Hybrid Form Only**. >- **Speed**. You gain a flying speed of 50 feet. >- **Beak**. Your sharp beak is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d4 + your Strength or Dexterity modifier (your choice), instead of the bludgeoning damage normal for an unarmed strike. \pagebreakNum >#### Tiger >You gain the following benefits: >- **Alignment**. Neutral >- You gain a Strength score of 17 if your score isn't already higher. >- **Keen Hearing and Smell**. You gain advantage on Wisdom (Perception) checks that rely on hearing or smell. >- **Darkvision**. You have superior vision in dim and dark conditions. You gain Darkvision, to a range of 60 feet. > >**Beast or Hybrid Form Only**. >- **Pounce**. If you move at least 15 feet straight toward a creature and then hit it with a claw attack on the same turn, that target must succeed on a Strength saving throw (DC equal to 8 + your Proficiency bonus + your Strength modifier) or be knocked prone. If the target is prone, you can make one bite attack against it as a bonus action. >- **Bite**. Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d10 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. >- **Claws**. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d8 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. \columnbreak >#### Wolf >You gain the following benefits: >- **Alignment**. Chaotic Evil >- You gain a Strength score of 15 if your score isn't already higher. >- **Keen Hearing and Smell**. You gain advantage on Wisdom (Perception) checks that rely on hearing or smell. > >**Beast or Hybrid Form Only**. >- **Speed**. Your walking speed increases by 10 feet. >- **Resilient Hide**. You gain a +1 bonus to AC (from natural armor). >- **Bite**. Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d8 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. > >**Hybrid Form Only**. >- **Claws**. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 2d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.