Medium Humanoid (Human, Shapechanger), Any Evil Alignment
Armor Class 14 in humanoid form, 16 in animal and hybrid form
Hit Points 346 (20d8 + 54)
Speed 40 ft., Climb 25 ft.
STR
20 (+5)
DEX
14 (+2)
CON
20 (+5)
INT
14 (+2)
WIS
13 (+1)
CHA
12 (+1)
Saving Throws STR +9, CON +9
Skills Intimidation +7, Perception +7
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Condition Immunities Charmed, Exhaustion, Frightened, Grappled
Senses Darkvision 180 ft., Tremorsense 60 ft., Passive Perception 17
Languages Common (can't speak in animal form)
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Shapechanger. The werebeast can use its action to polymorph into any lycanthrope or into a Large bear, a giant rat, a boar or a wolf or back into its true form, which is humanoid. Its statistics, other than its size, alignment and 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.

Can't touch this. If a creature attempts to grapple the werebeast by melee attack, they instead get flung and take 20 fall damage.

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

Charge (Boar or Wereboar Form Only). If the wereboar moves at least 15 feet straight toward a target and then hits it with its tusks on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Relentless (Boar or Wereboar Form Only, Recharges after a Short or Long Rest). If the wereboar takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

Pounce (Tiger or Weretiger Form Only). If the weretiger moves at least 15 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the weretiger can make one bite attack against it as a bonus action.

Actions

Bite (Bear or Werebear Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with werebear lycanthropy.

Claw (Bear or Werebear Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

Greataxe (Humanoid or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) slashing damage.

Tusks (Boar or Wereboar Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with wereboar lycanthropy.

Bite (Rat or Wererat Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 11 Constitution saving throw or be cursed with wererat lycanthropy.

Shortsword (Humanoid or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Hand Crossbow (Humanoid or Hybrid Form Only). Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Bite (Tiger or Weretiger Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with weretiger lycanthropy.

Claw (Tiger or Weretiger Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.

Scimitar (Humanoid or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Longbow (Humanoid or Hybrid Form Only). Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Bite (Wolf or Werewolf Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werewolf lycanthropy.

Claws. (Werewolf Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (2d4 + 2) slashing damage.

Spear (Humanoid Form Only). Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.

Legendary Actions

The werebeast can take 3 Legendary actions per turn.

Transform. The werebeast transforms into a lycanthrope of its choice (including werebeast), into an animal form corresponding with one of the lycanthropes, or into its true humanoid form.

Bite (Costs 2 Actions). The werebeast takes the bite action from any lycanthrope, or makes a bite attack of its own kind. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage. If the target is a humanoid, it must succeed on a DC 19 Constitution saving throw or be cursed with werebeast lycanthropy.

Howl of Transformation (Costs 3 Actions). The werebeast howls, and this can be heard from 175 feet. Any lycanthrope that hears the howl must make a DC 18 Wisdom saving throw or automatically transform into hybrid form for 12 hours, in which the werebeast effectively controls them. Lycanthropes that resist the curse have disadvantage, and all lycanthropes automatically fail if it is within 3 days of a full moon.

Description

The werebeast is a rare lycanthrope that can turn into any werebeing, and gain their stats and attacks. As a human, it always appears normal, but as a werebeast, it is a terrifying combination of all five known lycanthrope types. It is uniformly evil, but the lycanthrope type selected adjusts its alignment accordingly (i.e. lawful for wererat, chaotic for werewolf, and neutral for the others.)

Monster Tags: Shapechanger

Habitat: ArcticForestHillMountainUrban

tjmax314

Comments

  • To post a comment, please or register a new account.
Posts Quoted:
Reply
Clear All Quotes