Wrath's flame. The champion is immune to negative effects and damage caused by its master unless Wrath decides otherwise. Upon death, the corpse and items carried are consumed in a crimson fire.
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.
Legendary Resistance (3/Day). If the champion fails a saving throw, it can choose to succeed instead.
Rising Anger. If another creature deals damage to the champion, the champion’s attack rolls have advantage until the end of its next turn, and the first time it hits with a claw or bite attack on its next turn, the attack’s target takes an extra 19 (3d12) psychic damage.
On its turn, the champion has disadvantage on attack rolls if no other creature has dealt damage to it since the end of its last turn.
Multiattack. (Humanoid or Hybrid Form Only). The werewolf makes two attacks: two with its spear (humanoid form) or one with its bite and one with its claws (hybrid form).
Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werewolf lycanthropy.
Claws. (Hybrid Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 16 (2d12 + 3) slashing damage plus 10 (3d6) fire damage.
Spear (Humanoid Form Only). Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 10 (3d6 + 3) piercing damage, or 12 (2d8 + 3) piercing damage if used with two hands to make a melee attack.
The champion can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The champion regains spent legendary actions at the start of its turn.
Move. The champion moves up to its speed without provoking opportunity attacks.
Claws. The champion makes one claw attack.
Bite.(Costs 2 Actions). The champion makes one bite attack.
Description
Werewolf turned and consumed by rage, the champion has become an avatar of the Sin of Wrath. Wreathed in fire when transformed, the creature is terrifying to behold.
Lair and Lair Actions
The Champion’s Lair
The champion stakes claim to a defensible location from which to hunt or one that has a history of violence, such as a hidden warren or a village. It tends to bring fresh kills to the entrance and scatters old or uneaten meals around the lair as though in anger.
Regional Effects
The region surrounding the champion’s lair is warped by the creature's unnatural presence, creating any of the following effects:
- There's a noticeable increase in wolf and fire creatures in the region.
- Beasts within 500 feet of the lair become unusually aggressive and their eye color changes to a dull red.
- Within 500 feet of the lair, the air becomes abnormally hot, though not enough to endanger those within.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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11/27/2018 5:34:37 PM
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16
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1
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11/30/2018 5:34:05 AM
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30
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0
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2
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Coming Soon
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12/7/2018 4:02:17 PM
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55
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0
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3
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Coming Soon
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