Rampage. When it reduces a creature to 0 hit points with a melee attack on its turn, the weredemon can take a bonus action to move up to half its speed and make a bite attack.
Multiattack. The weredemon makes three attacks: one with its bite and one with its tail stinger.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 26 (4d10 + 4) piercing damage.
Tail Stinger. Melee Weapon Attack: +7 to hit, reach 15 ft., one creature. Hit: 13 (2d8 + 4) piercing damage, and the target must succeed on a DC 14 Constitution saving throw or become poisoned. While poisoned, the target is also paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
As a bonus action it can consume a summoned lycanthrope. if it does so, roll a D20. this determines the percentage of the total remaining health of the lycan that it steals to heal itself.
EXAMPLE: It consumes a Werewolf with 40 out of a total 90 HP remaining. You roll a 10 on the D20, so it takes 10% of the remaining 40 HP to heal itself, so it heals for 4 HP
Claws. Whenever a creature attempts to move towards the Weredemon it gets a opportunity attack with it's claws.
Melee Weapon Attack: +7 to hit, reach 15 ft., one creature. Hit: 9 [rollable](1d12 + 4);
Lair and Lair Actions
On initiative count 20 (losing initiative ties), Weredemon can take a lair action to summon lycanthropes; he can’t use the same effect two rounds in a row:
- Roll a D4. On evens you can summon CR 2 Wererats or Wereravens. On odds you can summon CR 3 Werewolves.
- Roll a D6-2 to determine how many is summoned
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