Medium Monstrosity, Neutral Evil
Armor Class 12 Natural Armor
Hit Points 38 (5d8 + 15)
Speed 40 ft.
STR
15 (+2)
DEX
14 (+2)
CON
16 (+3)
INT
6 (-2)
WIS
14 (+2)
CHA
4 (-3)
Saving Throws DEX +4
Skills Acrobatics +6, Perception +6, Stealth +6
Damage Resistances Bludgeoning
Condition Immunities Frightened
Senses Darkvision 80ft, Passive Perception 13
Languages Common (only if very new Balverine)
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

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.
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 10 slashing damage instead of the slashing attack
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.

Blue Fame Aversion. In the presence of a Geodime powered torch the balverine must make a DC 13 wisdom save. On a success the balverine will target the torch to disarm it and smother it. On a failure the balverine must use its turn to flee. After 2 turns, the balverine makes one more wisdom save. On failure, it flees, on success it turns back to fight.

Actions

Multiattack. The balverine makes two melee attacks with its claws in the form of rapid violent slashes.

Rake. Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: 7 (2d4 + 2) [Slashing] damage. 

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.

 

 

Bonus Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: 7 (1d8 + 2) [Piercing] damage. *optional* the balverine bite has a 25% (d100, 0-25) chance to be infectious. If the bight is infectious target must make a D10 saving through or contract the balverine curse.

Leap. The balverine leaps you into the air posing no opportunity attack. The balverine can than land anywhere 25ft from where it leaped. balverine leaps you into the air posing no opportunity attack. The balverine can than land anywhere 25ft from where it leaped. This movement must recharge after 1 use requiring. At the start of its next turn role a d6. 1-3 the leap does not recharge. 4-6 the leap is recharged.

 

Reactions

Fear the Flame. A balverine that fails its saving through against a Geodime torch uses its reaction to move its walking speed (40ft) away from the torch.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic 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.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Habitat: Forest

JGND8812

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