Medium Humanoid (Human, Shapechanger), Chaotic Evil
Armor Class 12 in humanoid form, 14 in wolf or hybrid form
Hit Points 113 (15d8 + 45)
Speed 30 ft., (40ft. in wolf form)
STR
17 (+3)
DEX
15 (+2)
CON
16 (+3)
INT
10 (+0)
WIS
11 (+0)
CHA
10 (+0)
Skills Perception +8, Stealth +6
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Senses Darkvision 60 ft., Passive Perception 18
Languages Common (can't speak in wolf form)
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

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.

Keen Hearing and Smell. The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Regeneration. The voref regains 20 hit points at the start of its turn if it has at least 1 hit point. If the werewolf takes damage from a silvered weapon, this trait doesn't function at the start of the werewolf's next turn .

Rejuvenation. If the werewolf is killed, it regains all its hit points in 24 hours, unless wolfsbane is placed on its body, in which case it will take 1d10 days to rejuvenate. If silver pierces the heart of the werewolf during the full moon, the werewolf is truly dead.

Voref Weaknesses. The voref has the following flaws:

Call of the Moon. During the night of the full moon the true nature of the voref is revealed. The creature automatically polymorph into its hybrid form and acts according to its alignment. The werewolf is also free to ignore its master’s order during these nights.
Voice of the Master. The voref is completely under the thrall of the person that cursed it. It is considered under the permanent effects of the dominate monster spell from its master.
Wolsbane Allergy. If the werewolf comes within 20 feet of aconitum flowers it is poisoned until it leaves the area. Weapons coated with aconitum oil ignore the damage invulnerabilities of the werewolf.

Actions

Multiattack. (Humanoid or Hybrid Form Only). The voref can use its Howl at the Moon. It then makes three melee attacks: one with its cursed bite and two with its claws.

Cursed Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5ft.,one target. Hit: 16 (3d8 + 3) piercing damage, plus 7 (2d6) piercing damage if the werewolf has more than half of its total hit points remaining. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or be magically cursed. Until the curse ends, the target can't regain hit points and has vulnerability to all damage. Greater restoration, remove curse, or similar magic ends the curse on the target.

Claws. (Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 10 (2d6 + 3) slashing damage, plus 7 (2d6) slashing damage if the werewolf has more than half of its total hit points remaining.

Howl at the Moon (Hybrid Form Only; Recharge 5-6). The werewolf howls with an insane look in its eyes. All creatures within 30 feet of it must succeed on a DC 16 Wisdom saving throw or be under the effects of a confusion spell for one minute. At the end of each of its turn a creature can reattempt the saving throw, ending the effect on a success.

Description

Voref

"Wolves aren't as bad as they're made out to be. Werewolves, though — they're every bit as bad and worse."— Elsa Vilge, archer

Cursed Monster. Neither animal, nor man, the werewolf takes the worst from both species: the bloodlust and primal nature of a wolf, and the ruthlessness and cruelty of a human. One becomes a voref werewolf as a result of a curse thrown by a spellcaster -- the change itself is uncontrollable and unwilling. The voref can be called upon by the witch that cursed it, playing the role of unknowing assassin or enforcer. A man who transforms back to his human form can’t usually remember the atrocious acts committed as a werewolf — otherwise he would surely go mad and take his own life, to no end since the curse won’t even allow him this relief.

Bound in Death. Killing a voref for good can prove difficult, for the magic of the curse binds it in death as well, bringing it back to life if slayed. The only known way to prevent this is to pierce its heart with a silver weapon during the full moon, or to force the spellcaster that cursed it to lift the spell. The voref's curse can at times be lifted, yet there is no universal, surefire method for doing this. A group of adventurers seeking to undertake such a task must equip themselfves with a great deal of patience – and sturdy armors.

Hidden Killer. Hunting a voref is extremely hard and dangerous due to the hidden nature of the werewolf. The werewolf seems perfectly normal and do not manifest the classic symptoms of lycanthropy while the curse lies dormant, until its master decides to trigger it. Still, werewolves are creatures of the night and they are especially active during the full moon, as such, vorefs must transform during the full moon, just as other werewolves. Vorefs are also very allergic to aconitum, also known as “wolfsbane”, making them avoid areas where the plant grows.

Lone Hunter. A Voref usually goes hunting alone, carrying the order of its master, as there rarely is an opponent that can match its strength, agility and fast health regeneration. It strike as swiftly as lightning with claws sharp as razors and regenerate any damage received in mere moments. If a voref actually encounters an enemy that has equivalent strength and can fight a fair fight, the werewolf will fight to the death to accomplish its mission, caring little for its own safety.

Curse of the Voref

The curse of a voref werewolf operates quite differently from common lycanthropy on a mystical level. As such, the bite of a voref does not spread the curse, for the magic is contained inside the unfortunate vessel. During the full moon, a spellcaster that knows the bestow curse spell can use a 9th level slot to cast the curse. A wish spell can inflict the curse as well. Until the next full moon, the curse can be dispelled as any spell would, but once it reaches that point only the creature that casted it can revoke it. Alternatively, a wish spell casted specifically to break the curse will also work if the werewolf lies dead.

Monster Tags: Shapechanger

Habitat: ForestHill

EleKTriiK

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