Medium Undead, Neutral Evil
Armor Class 8
Hit Points 22 (3d8 + 9)
Speed 20 ft.
STR
13 (+1)
DEX
6 (-2)
CON
16 (+3)
INT
3 (-4)
WIS
6 (-2)
CHA
5 (-3)
Saving Throws WIS +0
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 60 ft., Passive Perception 8
Languages understands the languages it knew in life but can't speak
Challenge 1/4 (50 XP)
Proficiency Bonus +2
Traits

Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

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

Actions

Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.  

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d8 + 2) piercing damage.

 

Description

The Undead Werewolves are only manifested when the Grove they belong to find a victim to be violent and aggressive. The Undead Werewolves then come out from the trees, attacking their victim. Once the victim is dead, they turn into a werewolf and are risen from the grave, becoming another Undead Werewolf. The Undead Werewolves solely attack the victim brought into the Grove by the Grove Proxy and disappear once the victim is dead.

Habitat: Urban

LlamafiedActual

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