Hides of the Direwood

There is a mountain spring deep within the Direwood Forest call the Mother Fount. It is a source of flowing magical energy. Its exact location is a tightly guarded secret by an ancient druid pact.

The springs power isn’t strong, but the beasts that nourish themselves daily from its banks grow larger and live longer than their animal kin. These creatures are poached and skinned for their hides which manifest great magical properties. The Mother Fount’s druidic overseers are not kind to those that disturb their stewardship.   

Mechanic

Hides of the Direwood allow their wearers to assume the form of the beasts that once drank from the Mother Fount. The type of animal skin denotes the shape that can be taken.

As an action, you can transform yourself into animal form. Your game statistics are replaced by the statistics for the creature listed below, though you retain your alignment, Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus listed in its statistics is higher than yours, use the creature’s bonus in place of yours.

You assume the hit points and Hit Dice of the new form. When you revert to your normal form, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked Unconscious.

You retain the benefit of any features from your class, race, or other source and can use them, provided that your new form is physically capable of doing so. You can’t use any special senses you have (for example, darkvision). You can’t speak while in the animal form.

When you transform, your equipment merges into the new form and has no effect in that state.

As an action, you can revert back into your normal form.

Type: Hide Armor

Requires: Attunement

Direwolf

Large beast
Armor Class 14 (natural armor)
Hit Points 37 (5d10 + 10)
Speed 50 ft.

STR
DEXCON
17 (+3)15 (+2) 15 (+2)

Skills Perception +3, Stealth +4
Senses passive Perception 13

Keen Hearing and Smell: The wolf has Advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics: The wolf has Advantage on an attack roll against a creature if at least one of the wolf’s allies is within 5 feet of the creature and the ally isn’t Incapacitated.

Actions
Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked Prone.

Direbear

Large beast
Armor Class 17 (natural armor)
Hit Points 125 (10d10 + 70)
Speed 40 ft., climb 40 ft.

STRDEXCON
22 (+6)12 (+1)20 (+5)

Skills Athletics +9, Perception +5
Senses passive Perception 15

Endurance. The bear has Advantage on Constitution saving throws against exhaustion.

Tough. The bear gains 2 extra hit points per hit die (included in the hit point total).

Keen Smell. The bear has Advantage on Wisdom (Perception) checks that rely on smell.

Actions
Multiattack. The bear makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) piercing damage. If the target is a Large or smaller creature, it is grappled (escape DC 20). Until this grapple ends, the bear can’t bite another target.

Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage. A creature that is hit with two claw attacks in the same turn takes an extra 16 (2d6 + 9) slashing damage.

Rarity: Very Rare

Category: Magic Items
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