Large Humanoid, Chaotic Evil
Armor Class 19 Hybrid Form
Hit Points 156 (56d10)
Speed 40 ft.
STR
23 (+6)
DEX
15 (+2)
CON
16 (+3)
INT
10 (+0)
WIS
14 (+2)
CHA
10 (+0)
Saving Throws STR +9, DEX +5, CON +6, WIS +5
Skills Perception +9, Stealth +9
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Condition Immunities Charmed, Exhaustion, Frightened
Senses Blindsight, Darkvision, Passive Perception 9
Languages Abyssal, Common Abyssal, Common
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Unending curse:  This is a divine punishment, there is no cure for this affliction, except for divine intervention. Those affected by this curse are bound to walk the earth shifting into a vile blood thirsty beast. This is the divine result of committing unspeakable atrocities and savouring in the blood of the innocent. -As they have acted as wolves to others , so be it that they show the world their true form. 

Bound in Death:
  Killing them for good can prove difficult for the magic of the curse binds it in death as well, bringing it back to life if slayed. The only known way to prevent this is to pierce its heart with a silver weapon during the full moon.




Actions

Cursed form: 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 is absorbed into its body. 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.

Heightened Predator. The accursed senses are beyond a normal human it can locate a creature through smell and sound. 

More beast than man. Overcome with an insidious hunger when the accursed downs a creature, it will feast upon the corpse. 

Regeneration. The accursed regains 10 hit points at the start of its turn if it has at least 1 hit point (50 hit points if under the sway of the full moon). If the werewolf takes radiant damage or damage from holy water, or damage from a silvered weapon, this trait doesn't function at the start of the Alpha Werewolf's next turn. 

Rejuvenation. If the condemned is killed, it regains all its hit point in 24 hours, unless wolfsbane is placed on the body, in which case it will take 1d10 days to rejuvenate. If silver pierces the heart of the werewolf during the full moon, the werewolf is truly dead. 

Werewolf Weaknesses. The accursed has the following flaws: 
Lunacy. The condemned has disadvantage on wisdom saving throws when under the influence of the full moon. 
Silver vulnerability.
Wolfsbane. If a piercing weapon covered in wolfsbane causes injury, the alpha werewolf takes 25 points of necrotic damage. If wolfsbane is ingested, reduce the total hit points of the werewolf by half for the next hour. 
Shocking State. If the condemned takes lightning damage, they cannot shapechange for a minute. The werewolf stays in their current form. 

Actions

Multiattack. (Humanoid or Hybrid Form Only). The werewolf makes three attacks: one with its bite and two with its claws or greatsword. 

Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) piercing damage. If the target is a humanoid, it must succeed on a DC 15 Constitution saving throw or be cursed with werewolf lycanthropy.

Claws. (Wolf or Hybrid Form Only). Melee Weapon Attack: +11 to hit, reach 5 ft., one creature. Hit: 15 (2d8 + 6) slashing damage. Cursed wounds- At the start of each of the wounded creature’s turns, it takes 5(2d4) necrotic damage, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success. Magical healing will end the condition.

 Dreadful Howl. (Wolf or Hybrid form) Anyone that can hear this deep bellowing howl must succeed a DC 15 Wisdom saving throw or become frightened of the accursed for the next hour. In addition, the Howl can be heard up to two miles away. Any creature that succeeds the save is immune to the howl for the next 24 hours.

Greatsword(Humanoid Form Only). Melee or Ranged Weapon Attack: +11 to hit, reach 5 ft., one creature. Hit: 13(2d6+ 6) piercing damage, or 6 (2d8 + 6) piercing damage if used with two hands to make a melee attack.

Consume Flesh.  Can only be used upon an unconscious creature. Melee attack, +11 to hit. The accursed regenerates 40 hit points on a kill.

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

Potent Curse. The condemners  bite requires a greater restoration spell to cure. A remedy can be made from wolfsbane (medicine DC 15) but must be administered before the next full moon. If a full transformation happens, it requires a wish spell or a deities intervention.

Legendary Actions

Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn.

Transform: The accursed can polymorph to any of its forms (humanoid, hybrid, wolf).

Silent step: The accursed moves up to its speed without provoking Opportunity Attacks.

Maw of the beast (Costs 2 Actions) The accursed makes one bite attack. 

Savage Evisceration (Costs 3 Actions): The accursed makes two cursed claw Attacks.

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.

This was made for a champagie, the details are taken frome Alpha Werewolf 5e by Rellik24601 and dnd-5e-homebrew.tumblr. com

Lair and Lair Actions

 

Lair and Lair Actions

An accused's Lair is not so much a place but specific time frame. Twenty-four hours before and twenty-four hours after the height of the full moon. The werewolf increases in power and influence. 

On initiative count 20 (losing all initiative ties), it can use one of its lair action options. It can’t do so while Incapacitated or otherwise unable to take actions. If surprised, it can’t use one until after its first turn in the combat.

Forced Transformation (1 day)- The condemned releases a low growl that causes anyone infected with lycanthropy within 60ft make a constitution saving throw (DC 15). A creature infected by the Alpha Werewolf makes the roll with disadvantage.

Blood lust - The accursed unleashes a bloodcurdling howl  that causes all creatures infected with lycanthropy to frenzy. Each creature makes their next attack on the closest creature next to them. If multiple, the creature makes a wisdom saving throw (DC 17). If successful, character chooses. If failure, DM decides. 

Alpha Dominance (3/day)-  can cast hold person innately on one creature within 15ft. (Wisdom DC 15). 

Monster Tags: humanoid

PaleApollo

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