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.
Supernatural Athletics. Black-Fire can jump 3 times further than normal, and has advantage on Athletic Checks to move through any terrain.
Fog Crawler: Black-Fire can see through fog he creates with ease, and as such has no disadvantage when within it.
Multiattack. (Humanoid or Hybrid Form Only). The werewolf makes three attacks: one with its bite and two with its claws (hybrid form).
Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) piercing damage and 7 (2d6) fire damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werewolf lycanthropy.
Claws. (Hybrid Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 16 (2d10 + 5) slashing damage and 7 (2d6) lightning, cold or fire damage.
Flaming Spout: DC 18 Dex Save for half damage, 15 ft cone. 28 (8d6) fire damage.
Black-Fire has 3 legendary actions, that recharge at the start of his turn.
Attack: Make one attack action.
Spread Fog (2 actions): Black-Fire Spreads Fog in a 20 foot cube around him, causing 2d6 poison damage on a failed DC 14 Con Save.
Flaming Destruction (Costs 3 actions): Black-Fire Roars, igniting a flame deep within him, and shoots a 30 foot cone of flame from his mouth, dealing 42 (12d6) fire damage with a DC 20 Dex Saving Throw.
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.
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