Large Monstrosity, Lawful Evil
Armor Class 16 (natural armor)
Hit Points 131 (15d10 + 43)
Speed 50 ft., Swim 30 ft.
STR
19 (+4)
DEX
10 (+0)
CON
17 (+3)
INT
2 (-4)
WIS
10 (+0)
CHA
7 (-2)
Saving Throws STR +7, DEX +3, CON +6
Skills Athletics +7, Stealth +6
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Condition Immunities Charmed, Frightened
Senses Blindsight 20 ft, Darkvision 60 ft, Passive Perception 10
Languages --
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Legendary Resistance (3/Day). If the Werebeast fails a saving throw, it can choose to succeed instead.

 Bloodlust. When the beast is below half it's maximum Hit Points it enters Bloodlust. At the start of it's turn it regains 10 Hit Points and it's AC is increase by 2. 

Keen hearing. The creature has advantage on perception that rely on hearing.

Supirior Strengh. The werebeast can throw a creature of Medium or smaller size  it has grappled 10 ft far away the creature will then be prone. (No action required.)

Actions

Multiattack. The Werebeast makes two attacks: one with its bite and one with its tail or two with it's claws.

Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 4) slashing damage.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage.

Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Frightful Howl (1/Day When in Bloodlust). Each creature of the Werebeasts choice that is within 120 feet of the dragon and aware of it must succeed on a DC 13 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Frightful Howl for the next 24 hours.

Bonus Actions

Call Reinforcement (Recharge 5–6). The Werebeast cries out a into the night calling (1d4) [Montster]Dire Wolf[/Monster] as Reinforcements.

Reactions

Retaliation. The Werebeast  attempts to grapple a creature that just hit it.

Legendary Actions

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

Detect. The Werebeast makes a Wisdom (Perception) check.

Lunge. The Werebeast moves up to half its speed and attempts to grapple a creature.

Tail. The Werebeast makes a Tail attack.

Previous Versions

Name Date Modified Views Adds Version Actions
9/24/2022 9:16:50 AM
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1
1
Coming Soon
10/1/2022 11:39:41 PM
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1
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Coming Soon
ZenKeidran

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