Keen Hearing and Smell. The balverine has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The balverine has advantage on an attack roll against a creature if at least one of the creature's allies is within 5 feet of the creature and the ally isn't incapacitated.
Multiattack. The balverine makes one bite attack and one claw attack.
Bite. Melee Weapon Attack: +8 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 15 Constitution saving throw or be cursed with balverine lycanthropy.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Description
A balverine is a horrific monster created by an ancient and potent curse with an unknown origin. Any humanoid that is affected by the balverine curse, including lycanthropes, becomes permanently transformed into a balverine; a large, lanky, vaguely wolf shaped, aberration with six eyes and massive unhinging jaw. Balverines act mostly on instinct due to their permanently transformed state of being, but if enough balverines gather in one place, their aberrant nature allows the strongest of them to be transformed even further. This, now Alpha Balverine, becomes stronger, more intelligent, and grows in size so that it can facilitate the further expansion of its pack.
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