Medium Humanoid (Warforged), Chaotic Neutral
Armor Class 17 Natural
Hit Points 90 (18d8 + 54)
Speed 40 ft., Burrow 50 ft. Walk: In Wereforged of Wolf Form, Climb 30 ft. Wereforged form only
STR
19 (+4)
DEX
18 (+4)
CON
16 (+3)
INT
12 (+1)
WIS
12 (+1)
CHA
15 (+2)
Skills Perception +7
Damage Vulnerabilities Cold
Damage Resistances Lightning
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Poisoned
Senses Passive Perception 17
Languages Common, Dwarvish
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Shapechanger. The Warforged can use half its speed to shape change into either a Hybrid Wolf or a half Wolf, half warforged Wereforged. All the Warforged is carrying changes as well. All statistics stay the same.

Keen Eyes. Has advantage on Wis (Perception) checks that rely on sight. If creature is invisible it rolls normal with no disadvantage.

 

Actions

Multiattack.  The Wereforged makes two attacks.

Two Battleaxes (Warforged Only). Melee Weapon Attack: +#7 to hit, reach 5 ft., 1 target. Hit:  (1d8+4) slashing damage. 

Bite. (Wereforged and Wolf form only) Melee Weapon Attack: +7 to hit, 1 target. Hit: (2d10+4) piercing damage. If the target is huminoid, it must succeed on DC 14 Con saving throw or be cursed by the Wereforged.

Claw. (Wereforged and Wolf form only) Melee Weapon Attack: +7, reach 5ft, 1 target. Hit: (2d8+4) slashing damage

Deadly Leap. (Wolf Form only) If the Wolf jumps 15ft as part of its movement, it can use one of its attacks and land in the space of another creature slamming into it. The creature must make a Dex 16 Str or Dex saving throw or be knocked prone and take 3d8+4 slashing damage and knocked 5ft out of that space of creatures choice. On success take half damage, but must still move to a 5ft space within range. The Wereforged stills has one more melee attack available.

 

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.

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.

Jrock_516

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