Shapechanger. The werebeast can use its action to polymorph into a Large beast-humanoid hybrid or back into its true form, which is humanoid. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Keen Smell. The werebeast has advantage on Wisdom (Perception) checks that rely on smell.
Protective Spines. The werebeast has protective spines covering it. Whenever an enemy makes an unarmed/natural melee attack against the werebeast or starts its turn grappling or grappled by the werebeast that creature takes "1d6+2"
Trunk. The werebeast has a prehensile trunk that it can use to grab things. The werebeast can attempt to grapple a creature from 10ft away. Creatures attempting to escape a grapple have disadvantage. The werebeast is also considered to have both hands free even while grappling a creature.
The Flesh Won't Die: If the werebeast is killed it regains 10 hit points after 2d12 hours. Decapitating the werebeast or piercing it with silver prevents this effect from occurring.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (1d10 + 6) piercing damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Evergrowing Flesh: Whenever the werebeast takes damage it may use its reaction to regenerate an amount equal to half the damage taken unless that damage was magical or delivered by a silvered or magical weapon.
Previous Versions
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2/14/2023 9:19:34 PM
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2/15/2023 6:30:02 PM
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