Werevulture

Medium Fiend, Chaotic Evil

STR
16 (+3)
DEX
14 (+2)
CON
17 (+3)
INT
11 (+0)
WIS
13 (+1)
CHA
8 (-1)
Regeneration.

The werevulture regains 10 hit points at the start of its turn. If the werevulture takes radiant damage, this trait doesn't function at the start of the werevulture's next turn. The werevulture dies only if it starts its turn with 0 hit points and doesn't regenerate.

Actions

Multiattack.

The werevulture makes two Talon attacks, or it makes a Beak attack and a Talon attack.

Beak (Vulture or Hybrid Form Only).

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a Humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed until targeted by the Remove Curse spell or a similar effect. If the cursed target drops to 0 hit points, it becomes a werevulture under the DM's control and regains 10 hit points.

Talon.

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 13 (4d4 + 3) slashing damage.

Longbow (Humanoid or Hybrid Form Only).

Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 11 (2d8 + 2) piercing damage.

Bonus Actions

Change Shape.

The werevulture polymorphs into a vulture-humanoid hybrid, into a vulture, or back into its humanoid form. Its game statistics, other than its speed, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its humanoid form if it dies.

Find this creature in the encounter builder

Werevulture

Source: The Book of Many Things, p. 184 - Licenses and attribution