Medium Monstrosity, Neutral
Armor Class 14 Natural Armor
Hit Points 120 (15d8 + 60)
Speed 40 ft.
STR
15 (+2)
DEX
13 (+1)
CON
14 (+2)
INT
8 (-1)
WIS
10 (+0)
CHA
8 (-1)
Saving Throws STR +5, WIS +3
Skills Deception +2
Damage Immunities Force, Psychic
Condition Immunities Charmed
Senses Passive Perception 10
Languages Common
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Telekinetic Immunity. The warwolf's smooth flesh makes them impossible to grip with telekinisis.

Psychic Immunity.  The warwolf is immune to charm effects or any attempt to control it's mind or read it's thoughts.

Actions

Multi Attack. The Warwolf makes two claw attacks and a bite attack.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 8 (2d6 + 2) piercing damage. 

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit 5 (1d6+2) piercing damage.

Skinning: The Warwolves have the power the drain the life essence of their victims and to wear the actual skin and clothing of their victims to masquerade as people or anything else they can 'skin.' The Warwolves alter their shape after they have donned their 'skins' to resemble their prey perfectly. They can then exit these skins via the mouth. As an action, the warwolf can consume the essence of a creature at 0 hit points leaving behind an empty skin suit which the warwolf can wear as a disguise. A successful wisdom(insight) check contested by the warwolf's charisma(deception) check reveals that the warwolf is disguised.

Description

Warwolves are terifying bounty hunters from the mojoverse.

Previous Versions

Name Date Modified Views Adds Version Actions
12/24/2020 10:11:04 PM
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CaptainIcarus

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