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Скачать или смотреть The Were-Turkey Explained | D&D Lore, Stats & Thanksgiving Horror | Dungeons and Dragons 5e

  • Bigjuicyhog’s Tome of Lore
  • 2025-11-27
  • 1354
The Were-Turkey Explained | D&D Lore, Stats & Thanksgiving Horror | Dungeons and Dragons 5e
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Описание к видео The Were-Turkey Explained | D&D Lore, Stats & Thanksgiving Horror | Dungeons and Dragons 5e

🦃 HAPPY THANKSGIVING, ADVENTURERS! 🦃

Discover the terrifying truth behind D&D's most absurd monster: THE WERE-TURKEY! In this comprehensive lore guide, we explore the cursed origins of lycanthropic turkeys, their devastating Tryptophan Trance ability, and the legendary Butterball the Eternal who started it all.

WHAT YOU'LL LEARN:

• Complete Were-Turkey lore and backstory
• How the Hand-Turkey summoning ritual works
• Tryptophan Trance ability mechanics
• Full 5e combat statistics (CR 4 & CR 11)
• Legendary Were-Turkeys: Butterball, Tom the Terrible & more
• DM tips for running Were-Turkey encounters
• The curse of lycanthropic transformation
• Thanksgiving-themed D&D adventure hooks

⚔️ GAME STATISTICS INCLUDED:
We break down complete stat blocks for both standard Were-Turkeys and the legendary Butterball the Eternal, including abilities like Drumstick Smash, Aggressive Waddle, and the dreaded Supreme Tryptophan Trance!

PERFECT FOR:
• Dungeon Masters planning Thanksgiving sessions
• Players who love absurd D&D homebrew
• Anyone looking for comedic monster encounters
• Thanksgiving one-shot adventures
• D&D 5e comedy content


🔔 SUBSCRIBE to Bigjuicyhog Gaming for more D&D lore, monster guides, and tabletop gaming content!
👍 LIKE if you'll never look at Thanksgiving dinner the same way again!
💬 COMMENT your best Were-Turkey encounter stories or homebrew ideas!

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GAME STATISTICS: WERE-TURKEY
Medium humanoid (human, shapechanger), chaotic neutral
Armor Class: 13 (natural armor)
Hit Points: 68 (8d8 + 32)
Speed: 30 ft. (40 ft. waddle in hybrid form)
STR: 16 (+3)
DEX: 12 (+1)
CON: 18 (+4)
INT: 10 (+0)
WIS: 11 (+0)
CHA: 8 (-1)

Skills: Perception +2, Survival +2
Damage Immunities: Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Senses: Darkvision 60 ft., passive Perception 12
Languages: Common (can't speak in turkey form)
Challenge Rating: 4 (1,100 XP)

Shapechanger: The were-turkey can use its action to polymorph into a turkey-humanoid hybrid or into a Large turkey, or back into its true form (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 Smell: The were-turkey has advantage on Wisdom (Perception) checks that rely on smell, particularly detecting grain-based foods.

Tryptophan Trance (Recharge 5-6): The were-turkey displays its tail feathers and releases a hypnotic gobble. Each creature within 30 feet that can see the were-turkey must succeed on a DC 15 Wisdom saving throw or fall unconscious for 1 minute. Unconscious creatures experience vivid dreams of warriors battling over an inflated pigskin. The effect ends for a creature if it takes damage or someone uses an action to shake it awake.

ACTIONS

Multiattack (Hybrid Form Only): The were-turkey makes two attacks: one with its beak and one with its talons.

Beak (Turkey or Hybrid Form): Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with were-turkey lycanthropy.

Talons (Hybrid Form Only): Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

Drumstick Smash (Hybrid Form Only): Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) bludgeoning damage, and the target must succeed on a DC 14 Strength saving throw or be knocked prone.

Aggressive Waddle (Recharge 6): The were-turkey moves up to its speed in a straight line and can move through the space of any creature smaller than itself. The first time it enters a creature's space during this move, that creature must succeed on a DC 14 Dexterity saving throw or take 11 (2d10) bludgeoning damage and be knocked prone.

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