Feral Disposition. A person afflicted with the balverine curse is subjected to a deterioration of sanity and a thirst for blood. While not in the beast form they have disadvantage on charisma (Deception and Persuasion) checks.
Shapechanger. The balverine can use its action to transform into a Small or Medium humanoid it has consumed in the last month, or back into its true form. Its statistics, other than its size, 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.
Ambusher. The balverine has advantage on attack rolls against a creature surprised by it. If the balverine hits a creature it has surprised, the creature takes and additional 10 slashing damage.
Howl. The balverine are pack hunters by nature, if you have a lone one cornered it will attempt to draw in ally's to turn the tables. when the balverine is under 1/2 it's hitpoints it will howl, and every creature within 60ft must make a DC 15 wisdom saving throw or be affected by the fear condition for the next minute. If a creature rolls a natural 1 on their saving throw, they also become stunned for one round. The howl will also have a chance to call other balverine to aid their fellow hunter. Roll 1d20, on a 5 or lower, the howl calls forth 1d4 balverine. This effect only works once per day for any balverine.
Pack Tactics. The balverine has advantage on an attack roll against a creature if another balverine is within 5 feet of the creature and the balverine isn't incapacitated.
Resilient. The balverine has a strangely tough hide for such swift and spindly creature. is has resistance to bludgeoning damage, but it is vulnerable to silver.
Multiattack. The balverine can make 3 attacks, two with its claws and one with its bite.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 3) slashing damage.
Bite. Melee Weapon Attack: +5 to hit, range 5 ft., one target. Hit: 14 (3d6 + 3) piercing damage. Target must make a dc 10 constitution saving throw or contract the balverine curse.
Pounce. If the balverine moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the balverine can make one
bite attack against it as a bonus action.
Description
Long ago, lumberjacks and fisherman used to tell tales of their friends going missing while in the woods. And for days afterwards, they would hear screaming in the nights...something between a scream and a howl, as if a man and beast were fighting for control. As the nights progressed...the beast won.
Ravenous Killer: Balverine are barely sentient humanoid monstrosities that are ever hungry, they hunt and feast eternally until they are slain. Although the process of killing a Balverine is a tall task, their lithe bodies and terrifying speed make them a dangerous adversary. Balverine are mostly located in the forests outside of towns far from civilization and pick off wanderers, as well as the old and weak.
A Vile Curse: The Balverine are cursed much like others with Lycanthropy, though whilst someone with Lycanthropy can learn to control the curse and even be cured, this is not the case with the curse of the Balverine. A person bitten by a Balverine will contract a curse that will slowly begin to wither their mind into that of a rabid beast, even when not in the form of the beast, they are driven feral by this ancient blood curse.
Previous Versions
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