Large Aberration (Any Race), Chaotic Evil
Armor Class 13 (Natural Armor)
Hit Points 135 (14d10 + 42)
Speed 60 ft.
STR
19 (+4)
DEX
15 (+2)
CON
17 (+3)
INT
11 (+0)
WIS
12 (+1)
CHA
12 (+1)
Saving Throws WIS +5
Skills Perception +9
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Senses Passive Perception 19
Languages Deep Speech
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

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.

Actions

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. 

Monster Tags: aberration

Habitat: ForestHill

SmotheredInGravy

Comments

Posts Quoted:
Reply
Clear All Quotes