Large Fiend (Demon, Goliath), Chaotic Evil
Armor Class 21 Natural Armor
Hit Points 341 (22d20 + 110)
Speed 45 ft., 60 ft. in full Wolf Form , Climb 40 ft. Hybrid form only
STR
21 (+5)
DEX
18 (+4)
CON
20 (+5)
INT
16 (+3)
WIS
16 (+3)
CHA
16 (+3)
Saving Throws STR +10, DEX +9, CON +10, CHA +8
Skills Acrobatics +9, Athletics +13, Nature +7, Perception +11, Stealth +12, Survival +11
Damage Resistances Necrotic
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned, Restrained
Senses Blindsight 20, Darkvision 120, Passive Perception 21
Languages Abyssal, Common, Giant, Winter Wolf, Worg
Challenge 15 (13,000 XP)
Proficiency Bonus +5
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. 

Pack Tactics. The werewolf has advantage on an attack roll against a creature if at least one of the werewolf’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Empowered Attacks. The werewolf's attacks are treated as magical for the purpose of bypassing resistance and immunity to nonmagical weapons.

Legendary Resistance (3/Day). If the werewolf fails a saving throw, he can choose to succeed instead.

Magic Resistance. Yan-C-Bin has advantage on saving throws against spells and other magical effects.

Regeneration. The werewolf regains 25 hit points at the start of its turn if it has at least 1 hit point (50 hit points if under the sway of the full moon). If the werewolf takes radiant damage or damage from holy water, or damage from a silvered weapon, this trait doesn't function at the start of the werewolf's next turn. 

Speak with Wolves. The werewolf can communicate with wolves and wolf-like creatures as if they shared a language.

 

Actions

Multiattack. (Humanoid or Hybrid Form Only). The werewolf makes three attacks: one with its bite and two with its claws.

Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 17 (2d8+8) piercing damage. If the target is a humanoid, it must succeed on a DC 15 Constitution saving throw or be cursed with werewolf lycanthropy.

Claws. (Wolf or Hybrid Form Only). Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. Hit: 15 (2d6 + 8) slashing damage and 15 (2d6 + 8) necrotic damage

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

Leap (Cost 1 Actions): The Elder moves up to it's speed of 40ft without provoking attacks of opportunity

Viscous assault (Costs 2 Actions). The werewolf makes a bite or claw attack against someone within range.

Frenzy (Cost 3 Actions): The Elder can make one claw attack against all creatures within 5ft of it.

Description

Rangar Vornar is the leader of a splinter of the Grey Wolf Uthgardt tribe.  While always a powerful barbarian and werewolf Alpha, several years ago, they plundered a heavily guarded caravan passing through their territory, and came across a small locked coffer containing a single black star sapphire.

The gem was one of the 8 soul gems of the Draco Demi Lich Imriessel Xynnionoad, The Eternal and fascinated Rangar, and eventually dominated his mind - corrupting him, and through his bond with his tribe, the entire family group.

A massive, 8 foot tall goliath, Rangar is rarely outside of his hybrid form.  What was once a neutral werewolf clan has become a hotbed of evil and cruelty - and with his corrupted werewolves around him, his section of the forest he roams has started to exhibit some of the corruption pushed into Rangar through his new bond with Orcus

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count 19 (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

Twilight’s Bane: Magical darkness explodes from a point within the lair, consuming everything in a 20 foot sphere. Non-magical and magical lights of 1st level and lower are extinguished within this radius. Dark vision does not penetrate the aura, and creatures within it (excluding the Patriarch) are considered blinded.

Cursed Dead: The bones of the dead rise up to grasp the living, slowing all creatures in a 20 foot radius and becoming difficult terrain.

Orcus' Sight: Large dark purple beams shoot out from the gem at the heart of the shrine. The creature targeted must make a DC20 Dexterity saving throw, taking 8d8 (36) necrotic damage on a failed save, or half of that on a successful one.

Demonic reinforcements:1d6 Bulezau are summoned into the battlefield. (This effect rarely happens more than once!)

Regional Effects

The region containing a Corrupted Werewolf Pack Leader’s lair is desecrated, which creates one or more of the following effects:

  • Paranoia: anyone within 5 miles of the lair is sure someone is watching them.  If you don't succeed a DC15 wisdom check, Long rests do not remove exhaustion levels, and if they fail by 5 or more, they gain a level of exhaustion because of the dreams and fear.  This effects even characters immune to fear.
  • Vengeful Wildlife: The demonic energies within 5 miles of the corrupted werewolf lair have started to corrupt the wildlife in the region. Normally unassuming wildlife becomes aggressive, potentially disrupting long and short rests.  Domesticated animals are on edge, perhaps not laying eggs, or dropping their milk production.  Pets will bark or hiss at the slightest provocation.
  • Restless Dead: The demonic energies within 5 miles of the corrupted werewolf lair have started to corrupt dead in the area.  Local villages will start reporting fresh zombies and old skeletons banging on their coffins, or digging their way free.  Every 4 hours at night (twice during a long rest) roll a d20, 12 or higher, and 1d4 skeletons or zombies discover the party unless precautions have been taken.

When the Pack Leader dies and the shrine is destroyed these effects fade over the course of 1d10 days.

Monster Tags: Demonhumanoid

Habitat: Forest

GhostShaidan

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