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.
Multiattack. (Humanoid or Hybrid Form Only). The werewolf makes two attacks: two with its spear (humanoid form) or one with its bite and two with its claws (hybrid form).
Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) 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: +4 to hit, reach 5 ft., one creature. Hit: 7 (2d4 + 2) slashing damage.
Spear (Humanoid Form Only). Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.
Rathead. The Dancer can squeeze through any opening no smaller than half an inch.
Toxic Claws. The Dancer can make poison drip from its claws causing additional d6 poison damage.
Patagia. The Dancer extrudes flaps from under its arms, like flying squirrels. It can glide with a 35 movement speed.
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Sense Wyrm. As per the Detect Good/Evil spell
Ears of the Bat. The Dancer can see and hear in non-magical darkness and silence as if it was full daylight.
Terrify. The Dancer can cast the Fear spell with its howl/snarl.
Wyrm Hide. The dancer can transform its skin into a leathery bulbous armor, giving it a +4 bonus to its base Armor Class.
Mask Taint. The Dancer can hide from any detection.
Burning Scars. The Dancer has carved stylized scars into its skin. When activated, the scars glow a sickly green and writhe over the Dancer's skin. On an attack or grapple, the Dancer can send the scars to its opponent causing psychic damage doing 8d6 psychic damage. The victim of the attack gets a DC 18 Wisdom save each round they are grappled. This ability recharges on 5 or 6 on d6 roll.
Foaming Fury. The Dancer's mouth bubbles and foams with noxious green saliva. Each bite attack is made at advantage. On a successful bite attack, the victim takes an additional 8d6 poison damage on a failed DC12 plus Constitution modifier save. And all attack and save rolls are made at disadvantage until the poison is cured. This ability recharges on 5 or 6 on d6 roll.
Crawling Poison. The Dancer's fangs turn black drip poison. On a successful bite attack, the poison infects the victim and will kill them within 24 hours without a Greater Restoration spell being cast. This ability recharges on 5 or 6 on d6 roll.
Balefire. The Dancer creates sickly green Fireballs, one Fireball per Dexterity modifier. Each Fireball does 6d6 fire damage and 6d6 poison dame on a failed Dexterity save. This ability recharges on 5 or 6 on d6 roll.
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Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
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Lair and Lair Actions
Doppelganger. The Dancer can cast the 7th level spell, Simulacrum. This ability can be used once per day and recharges at sunrise.
Avatar of the Wyrm. The Dancer spends an entire turn to increase its size by 4 size categories. All attacks are quadrupled. this ability can be used once per full moon.
Regional Effects
The longer a Black Spiral Dancer remains in a location, the land and environment becomes corrupted. Eventually, nothing will grow and the populace will die. At which time the Dancer will move onto a new location to spread its corruption.
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