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.
Shadow Teleport. he can jump from shadow to shadow
Unleash carnage. he can command his shadow wolf to attack with him when he attack
Indominable. you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you may use this twice before finishing a long rest.
Multiattack. (Humanoid or Hybrid Form Only). The werewolf makes 4 attacks 2 with its bite and 2 with his claws
Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: +14 to hit 5 ft., one target. Hit: 16(2d8 + 8); If the target is a humanoid, it must succeed on a DC 15 Constitution saving throw or be cursed with werewolf lycanthropy.
Claws. (Hybrid Form Only). Melee Weapon Attack: +14 to hit reach 5 ft., one creature. Hit: 20 (6d4 + 6) slashing damage.
Call shadow wolf.
Shadow Switch as a reaction you can switch places with your shadow wolf
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.
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