Weremeerkat

Small humanoid (human, shapechanger), lawful evil

Armor Class

14

Hit Points

22 (5d6 + 5)

Speed

35 ft.

Skills

Perception +2, Stealth +6

Damage Immunities

bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons

Senses

darkvision 60 ft.

Languages

Common (can't speak in meerkat form)

Challenge

2

Keen Sight

The weremeerkat has advantage on Wisdom (Perception) checks that rely on sight.

Nimble Escape

The weremeerkat can take the Disengage or Hide action as a bonus action on each of its turns.

Pack Tactics

The weremeerkat has advantage on an attack roll against a creature if at least one of the weremeerkat's allies is within 5 feet of the creature and the ally isn't incapacitated.

Sand Camouflage

The weremeerkat makes Dexterity (Stealth) checks to hide in sandy terrain with advantage.

Shapechanger

The weremeerkat can use an action to polymorph into a tiny meerkat, its hybrid form, or back to its original humanoid form. 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.

Actions

Bite

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage. If the target is a humanoid, it must succeed on a DC 11 Constitution saving throw or be cursed with weremeerkat lycanthropy.