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.
magic detection. it can sense magic or magic users 30 feet away
Bite (Wolf or Hybrid 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. (Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (2d4 + 2) slashing damage.
spellcasting
cantrips (at will): mage hand, chill touch, eldritch blast, fire bolt.
first level spells (4 slots): shield, burning hands, find familiar, fog cloud.
second level spells (3 slots): invisibility, scorching ray, web, darkness.
third level spells (3 slots): animate dead, tidal wave, counter spell.
fourth level spells (1 slot): black tentacles, polymorph.
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.
Lair and Lair Actions
He has an ancient temple that he hides in and practices his magic waiting for any sorry adventurers trying to get to his lycanthropic king.
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Posted May 7, 2021hello guys if you like this homebrew creature tell me and if you dont like it tell me how i can improve it I also created the gnoll knight if you want to check that out and give me feedback for that one too. -RORN_THE_RIGHTOUS