Keen Senses
Depending on your zoan animal, choose sight, smell, or hearing. You have an advantage on Wisdom (Perception) checks that rely on that sense.
Camouflage
Your skin, fur, scales, or overall exterior changes to help you better blend into your environment. You have an advantage on Dexterity (Stealth) checks.
Pack Tactics
As a pack animal, you can coordinate with allies better while attacking. You have an advantage on an attack roll against a creature if at least one of your allies is within 5 ft. of the creature and the ally isn't incapacitated.
Razor Claws
If your zoan creature has claws, you also grow claws for the duration of your hybrid form. You can now choose to deal slashing for your unarmed strikes, which you are now proficient with, and your unarmed strike damage dice become at least 1d6 + Strength when attacking with your claws. In addition, you gain a climbing speed equal to your walking speed or a burrow speed equal to half your walking speed (pick only one that applies).
Outer shell
You form a dense shell, reptilian scales, an exoskeleton, or an otherwise defensive exterior. Your AC can’t be less than 16, regardless of what kind of armor you are wearing for the duration of your hybrid form.
Wings
You grow wings resembling your zoan animal type. You have a flying speed of 60 feet. To use this speed, you can’t be wearing heavy armor.
Beast Sensory
If your zoan creature has darkvision, blindsight, or tremor sense, you can replace your normal vision with one or more of these senses with a range equal to the creature's sense range. For example, if your zoan creature has blindsight 30 ft., you also gain this sense for the duration of your hybrid form.
Powerful Jaws
If your zoan creature has fangs or any other form of sharp teeth, mandibles, pincers, etc. on or near its mouth, you also gain those features near your mouth for the duration of your hybrid form. You can now choose to deal piercing damage for your unarmed strikes, which you are now proficient with, and your unarmed strike damage dice become at least 1d12 + Strength when attacking with your jaws. You can only replace an unarmed strike with a jaw attack as a part of the attack action once per turn.
Improved Saves
You can choose to replace your bonus with any number of saving throws with the saving throw bonus of your zoan creature if it is higher than yours for the duration of the hybrid form. Additionally, you can also do this with the creature's initiative bonus.
Toxic Glands
If your zoan creature can produce poison or venom, you learn the Poison Spray cantrip for the duration of your hybrid form. Additionally, you gain the ability to poison your victims. You can choose to lace one weapon attack or unarmed strike with poison on your turn. If the attack hits a target, that creature is poisoned until the end of its next turn.
Quills or Spines.
If your zoan creature has defensive quills, spines, or other sharp protrusions on its body, you can gain this feature. When a creature hits you with a melee attack within 5 feet, they take piercing damage equal to half your character level.
Size Change
If your zoan creature is at least one size larger or smaller than you, you can also become a size larger or smaller for the duration of your hybrid form. Treat this as the Enlarge Reduce spell, except no concentration or components are required.
Pouncing Strike
If your zoan animal has the pounce feature or something similar, you can use this ability for the duration of your hybrid form. If you move at least 15 feet straight toward a creature and then hit it with an unarmed strike on the same turn, that target must succeed on a Strength saving throw or be knocked prone. If the target is prone, you can make one unarmed strike against it as a bonus Action. For this, the DC is 8 + your Proficiency bonus + Strength modifier. You can only knock a creature prone using this feature once per turn.
Charging Horns or Hooves
If your zoan animal has horns, hooves, or a stomp attack, you also grow horns or hooves for the duration of your hybrid form. You can now choose to deal either piercing or bludgeoning for your unarmed strikes, which you are now proficient with, and your unarmed strike damage dice becomes at least 1d6 + Strength when attacking with your horns or hooves. If you move at least 20 feet straight toward a target and then hit it with an unarmed strike, the damage dice is doubled for the attack if you are within 5 feet of the target while attacking. If the target is a creature, it must succeed on a Strength saving throw or be shoved 5 feet away from you. For this, the DC is 8 + your Proficiency bonus + Strength modifier. You can only shove a creature and deal extra damage using this feature once per turn.
Hopping
If your zoan creature has the ability to leap or hop great distances, your Long Jump is up to 25 feet and your High Jump is up to 15 feet, with or without a running start for the duration of your hybrid form.
Sticky Feet
If your zoan creature has sticky hands or feet, you also gain sticky hands and feet for the duration of your hybrid form. While you are sticky this way, you gain a climb speed equal to your walking speed, you can climb difficult surfaces, including upside down or on ceilings, without needing to make an ability check. Additionally, you can ignore movement restrictions caused by sticky surfaces, such as webbing.
Extra Appendages
If your zoan creature is an insectoid with six to eight appendages, you also gain the same number of appendages, for the duration of your hybrid form. While you cannot efficiently wield weapons with these appendages, you may use them to hold smaller items such as potions and trinkets. Additionally, you have an advantage on grapple checks using these new appendages.
Aerial Combat
If your zoan animal has wings or some other means of flight, you can deliver special attacks with your beak, talons, or other sharp bodily weapons while flying in your hybrid form. You can now choose to deal either piercing or slashing for your unarmed strikes, which you are now proficient with, and your unarmed strike damage dice becomes at least 1d6 + Strength. If you dive at least 30 feet toward a target while flying and then hit it with an unarmed strike, the damage dice is doubled for the attack if you are within 5 feet of the target while attacking. Additionally, even if you didn't hit, the target cannot make opportunity attacks against you when you fly out of its reach for the rest of your turn.
Constriction
If your zoan creature has the ability to constrict or crush a creature with immense force while grappling it (e.g. constrictor snake), you now have the ability to wrap tightly around enemies in a similar fashion. When you make a successful grapple attempt against a creature, the creature takes 1d6 bludgeoning damage and becomes restrained for the duration it is grappled.
Bioluminescence
If your creature uses bioluminescence (e.g. firefly), you shed bright light in a 15-foot radius and dim light for an additional 15 feet. You can use an action to expand or reduce this radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.
Venemous Stinger or Fangs.
If your zoan creature has a stinger, fangs, or any other form of natural poisonous weapon, you also gain that feature on your body for the duration of your hybrid form. You can now choose to deal piercing damage for your unarmed strikes, which you are now proficient with, and your unarmed strike damage dice becomes at least 1d6 + Strength when attacking with your stinger or fangs. Additionally, if you hit a creature with your stinger or fangs, the target must make a Constitution saving throw, taking 2d4 poison damage on a failed save, or half as much damage on a successful one. For this, the DC is 8 + your Proficiency bonus + Constitution modifier. You can only replace an unarmed strike with a stinger or fang attack as a part of the attack action once per turn.
Rampaging
If your zoan creature is a carnivorous hunter, you will begin to rampage as you hunt your targets. If you reduce a creature to 0 Hit Points with a melee Attack on your turn, you can take a bonus Action to move up to half its speed and make a melee Attack.
Resilient
Your hybrid form makes you particularly durable. If you take 10 damage or less that would reduce you to 0 hit points while in your hybrid form, you can choose to be reduced to 1 hit point instead. You can only use this feature once per hybrid transformation.
Strong Footing
If your zoan creature is a quadripedal land animal, you have advantage on Strength and Dexterity saving throws made against effects that would knock you prone.
Fleet Footed.
If your zoan creature has a walking speed that is higher than your base walking speed, your base walking speed increases to that amount for the duration of your hybrid form.
Special Action
If your zoan creature has a special action with a recharge (e.g. Giant Spider's Web, Red Dragon's Fire Breath, etc.), you can now use this ability in your hybrid form as an action. Once you use this option, you cannot use it again in your hybrid form until you complete a long rest.
Ancient Fury (Ancient or Mythical Zoan only)
Your zoan powers provide you with the ability to deliver crushing attacks in your hybrid form, making your melee attacks using your hyrid options (e.g. Razor Claws, Powerful Jaws, etc.) deal one extra die of its damage when you hit with them.
Mighty Constitution (Ancient or Mythical Zoan only)
Your zoan powers grant you immense fortitude, giving you a number of temporary hit points equal to 1d10 + your character level when you enter your hybrid form. These temporary hit points last until you are no longer in your hybrid form. You cannot gain the benefits of this option again until you complete a long rest.
Supreme Natural Armor (Ancient or Mythical Zoan only)
If your zoan creature has an AC of higher than 16, your AC can’t be less than your zoan creature's AC, regardless of what kind of armor you are wearing, for the duration of your hybrid form.
Mythical Skill (Mythical Zoan only)
If your mythical zoan creature has special skills (e.g. Hydra's Multiple Heads, Phoenix's Fire Form, etc.) you gain that skill as a feature in your hybrid form. You cannot gain Legendary Resistance, Lair Actions, or Legendary Actions using this feature.
You can choose the Mystical Skill option multiple times when you enter your hybrid form to gain multiple special features this way, counting it as an additional option.
Mythical Attack (Mythical Zoan only)
You gain the ability to use any weapon attack actions your mythical zoan creature can use as an attack action during its turn (e.g. Hydra's Bite attack and Multiattack) while in your hybrid form. However, you must use your modifiers and proficiency bonus for these attacks. You cannot gain Legendary Resistance, Lair Actions, or Legendary Actions using this feature.