Large Humanoid (Human, Shapechanger), Chaotic Evil
Armor Class 13
Hit Points 100 (12d8 + 18)
Speed 40 ft.
STR
16 (+3)
DEX
18 (+4)
CON
15 (+2)
INT
11 (+0)
WIS
12 (+1)
CHA
11 (+0)
Skills Perception +8, Stealth +8
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Condition Immunities Frightened
Senses Passive Perception 16
Languages Common (can't speak in wolf form)
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

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.

Actions

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: 2d8 + 6 piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werewolf lycanthropy.

Swipe Claws. (Hybrid Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., two creatures. Hit: 2d6 + 6 slashing damage. If two enemies are hit with one action of Swipe Claws, they both begin to bleed.

Level One Severity: If a creature scores an attack roll that is 1-2 higher than your AC, then the wound is minor, you have 3 rounds before the Bleeding stages come into effect. DC 10.

Level Two Severity: If a creature scores an attack roll that is 3-5 higher than your AC then the wound is alarming, you have 2 rounds before the bleeding stages come into effect. DC 13.

Level Three Severity: If a creature scores an attack roll that is 6+ higher then your AC then the wound is serious, you have 1 round until the bleeding stages come into effect. DC 15.

Level Four Severity: If a creature scores a critical on their attack roll, then the wound is crippling, The first stage of bleeding comes into effect instantly. DC 18.

Every other round (12 seconds) that a creature is bleeding, they must succeed a Constitution saving throw (the DC is the one stated by the severity) or take 1D4+stage damage (the type of damage is the type that started the bleeding) and progress to the next stage.

Stage One: Blood starts coming out of the wound, causing you blood loss and dizziness. Your movement speed is reduced by 5.

Stage Two: Blood continues pouring out of the wound, causing you a high amount of pain. You cannot cast spells that require concentration. Any ranged attacks you make have disadvantage.

Stage Three: Blood loss blurs your vision, clouding your sight. You have disadvantage on attack rolls and on Passive Wisdom (Perception) checks relying on sight.

Stage Four: Enough blood is lost to make you fall unconscious.

Stage Five: The amount of blood loss causes you to die. (or the DM can decide you fall to 0 hit points and start rolling death saves instead)

Description

A werewolf is a savage predator that can appear as a humanoid, as a wolf, or in a terrifying hybrid form—a furred and well-muscled humanoid body topped by a ravening wolf’s head.

As a member of the Black Blood Tribe of Moray, they are more heinous than an ordinary werewolf, stalking the island for any humanoid to kidnap and sacrifice to their god, Malar, in an attempt to bring back one of his aspects, Kazgoroth.

These werewolves are also unusually large. Normal werewolves top out at about 250 pounds and 7 feet tall, whereas Black Blood Tribe werewolves can be up to 400 pounds and up to 9 feet tall.

Black Blood Tribe Werewolves will not shift into humanoids for most of their life for religious reasons, especially during combat (except if dead).

Monster Tags: Shapechanger

Habitat: ForestHill

WildLmaoplane

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