Armor Class 17 Natural Armor
Hit Points 244 (20d10 + 80)
Speed 30 ft., Humanoid, 40 ft. Wolf
STR
19 (+4)
DEX
19 (+4)
CON
22 (+6)
INT
19 (+4)
WIS
18 (+4)
CHA
20 (+5)
Saving Throws STR +11, CON +13
Skills Deception +11, Intimidation +11, Perception +12, Stealth +7
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Condition Immunities Charmed, Unconscious
Senses Darkvision 60 ft., Passive Perception 22
Languages Common, Draconic, Dwarvish, Elvish, Sylvan
Challenge 22 (41,000 XP)
Proficiency Bonus +7
Traits
  • Shapechanger. Barachiel can use his bonus action to polymorph into a wolf-humanoid hybrid, or into a wolf, or back into his true form, which is humanoid. His statistics, other than his armor class, are the same in each form. Any equipment he is wearing or carrying isn’t transformed. He reverts to his true form if he dies.
  • Keen Hearing and Smell.  Barachiel has advantage on Wisdom (Perception) checks that rely on hearing or smell.
  • Legendary Resistance (2/Day). If Barachiel fails a saving throw, he can choose to succeed instead.
  • Pack Leader. Barachiel has advantage on an attack roll against a creature if at least one of his allies are within 5 feet of the creature and the ally isn’t incapacitated. Likewise, each of his allies has advantage on an attack roll against a creature if Barachiel is within 5 feet of the creature and isn’t incapacitated.
  • Second Wind (Humanoid Form Only). Once per short rest, he can use a bonus action to regain 1d10 + 20 HP.
  • Action Surge. Barachiel can take one additional action on his turn. This can be used 2 times per short rest.
  • Superior Critical. Barachiel's weapon attacks score a critical hit on a roll of 18–20.
  • Survivor. At the start of each of his turns, Barachiel regains +11 HP if he has no more than half (and not 0) of his HP left.
Actions
  • Multiattack (Humanoid or Hybrid Form Only). Barachiel makes four attacks: one with his bite, and three with his claws or longsword.
  • Bite (Hybrid or Wolf Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage. If the target is a humanoid, it must succeed on a DC 16 Constitution saving throw, or be cursed with werewolf lycanthropy.
  • Claws (Hybrid Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage.
  • Longsword (Humanoid Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage, if wielded in two hands.
Bonus Actions

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Legendary Actions

The alpha werewolf 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 werewolf regains spent legendary actions at the start of its turn.

  • Slash. The werewolf makes one attack with its claws or longsword.
  • Transform. The werewolf uses its Shapechanger ability.
  • Pack Maneuver (Costs 2 Actions). The alpha werewolf, or an ally within 30 feet that can see and hear it, moves up to half its speed without provoking opportunity attacks.

Description

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Lair and Lair Actions

 

 

lawliette1031

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