Shapechanger. The werewolf can use its action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into its true form, which is humanoid. Its statistics, other than its AC, 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.
Intuitive Leader. Through scent, barked commands and subtle animal instinct, the alpha can command other members of the pack within 1 mile of the Alpha Werewolf effortlessly.
Emboldened Leader. The Alpha Werewolf is immune to being Frightened.
Keen Hearing and Smell. The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The Alpha has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 ft. of the creature and the ally isn't incapacitated.
Multiattack. (Humanoid or Hybrid Form Only). The werewolf makes two attacks: two with its Spear (humanoid form) or one with its bite and one with its claws (Wolf or hybrid form).
Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d8+ 3) piercing damage. If the target is a humanoid, it must succeed on a DC 16 Constitution saving throw or be cursed with werewolf lycanthropy.
Claws (Wolf or Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: (4d4 + 3) slashing damage.
Spear (Humanoid Form Only). Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 5 (2d6 + 3) piercing damage, or 6 (2d8 + 3) piercing damage if used with two hands to make a melee attack.
Aggressive (Wolf or Hybrid Form Only). As a bonus action, the Alpha Werewolf can move up to its speed toward a hostile creature that it can see.
Description
A werewolf is a savage predator that can appear as a humanoid, as a wolf, or in a terrifying hybrid form—a furred and well-muscled humanoid body topped by a ravening wolf’s head.
Often subject to prejudice or the subject of the terror of the common folk, many afflicted with Lycanthropy find themselves rejected from society or in some cases, living in self imposed exile so as not to cause harm to those closest to them. In such instances it is not uncommon for lycanthropes to wander in hopes of finding others of their own kind and as such can often be found living in communities or packs in the wilderness.
Werewolves specifically often follow the leadership of the strongest among them and although are not bound to follow the pack structure, do feel an unspoken order or chain of command, shared by their bestial brethren from which the curse stems.
Lair and Lair Actions
Call of the Pack (Wolf or Hybrid Form Only).
Once when the Alpha begins combat within it's lair on initiative 20 it may take a Lair action to unleash a deafening howl. All members of the pack within 1 mile spend their movement and action to Dash to move to the Alpha's position as quickly as possible. All hostile creatures within the lair must make a DC 14 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if the Alpha werewolf is within line of sight, ending the effect on itself on a success.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
8/9/2020 11:47:00 AM
|
59
|
3
|
1.0
|
Coming Soon
|
|
|
8/9/2020 12:16:07 PM
|
55
|
0
|
1.1
|
Coming Soon
|
|
|
8/9/2020 12:42:21 PM
|
66
|
0
|
1.2
|
Coming Soon
|
|
|
8/9/2020 12:44:20 PM
|
63
|
0
|
1.3
|
Coming Soon
|
|
|
8/9/2020 1:01:49 PM
|
73
|
0
|
1.3
|
Coming Soon
|
|
|
8/9/2020 1:05:58 PM
|
80
|
0
|
1.3
|
Coming Soon
|
|
|
8/9/2020 1:54:00 PM
|
67
|
0
|
1.4
|
Coming Soon
|
|
|
8/9/2020 1:57:47 PM
|
67
|
1
|
1.4
|
Coming Soon
|
|
|
12/3/2020 5:43:09 PM
|
69
|
0
|
--
|
Coming Soon
|
Comments