Medium Humanoid (Gnoll), Chaotic Neutral
Armor Class 17 (natural armor)
Hit Points 149 (12d12 + 5)
Speed 30 ft., Climb 30 ft.
STR
18 (+4)
DEX
16 (+3)
CON
20 (+5)
INT
14 (+2)
WIS
14 (+2)
CHA
12 (+1)
Saving Throws STR +8, CON +9
Skills Athletics +8, Perception +6, Stealth +9
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Psychic
Condition Immunities Charmed, Frightened, Prone
Senses Darkvision, Passive Perception 14
Languages Common, Gnoll, Undercommon
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Alchemical Rage. Warwick can use his action to activate the chemical pumps on him and enter an alchemical rage. The rage lasts for 1 minute, while in this rage, Warwick's walking speed is increased by 20 feet, and gains a climbing speed of 30 feet. If Warwick leaps and lands within 5 feat of an enemy creature, that creature must make a DC 18 strength save or be knocked prone.

Keen Hearing and Smell. Warwick has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Powerful Build. Warwick counts as one size larger when determining his carrying capacity and the weight he can push, drag, or lift.

Blood Frenzy. Warwick has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Regeneration. At the start of Warwick's turn, if he is below 50% of his hit point maximum (74 HP) he regains 10 hit points, if he is below 25% of his hit point maximum (37 HP) he regains 20 hit points.

 

Actions

Multiattack. The werewolf makes two attacks: two with its spear or one with its bite and one with its claws.

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (3d8 + 4) piercing damage.

Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. Hit: 14 (2d6 + 4) slashing damage.

Spear. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 10 (2d6 + 4) piercing damage, or 12 (2d8 + 4) piercing damage if used with two hands to make a melee attack.

Bonus Actions

Aggressive. As a bonus action, Warwick can leap up to his walking speed toward an enemy of his choice that he can see or hear. he must end this move closer to the enemy than he started. Warwick may make one attack after leaping if within range. This leap does not provoke opportunity attacks and ignores difficult terrain.

Primal Howl. As a bonus action, Warwick can roar and howl ferociously, each enemy within 30 feet of Warwick must make a DC 16 Wisdom Save or become frightened. A creature frightened by Primal Howl may use their action to repeat the save if they are out of sight from the creature that frightened them. Any creature that succeeds the save is immune to this effect for 24 hours.

Description

Warwick is a monster who hunts the gray alleys of Zaun. Transformed by agonizing experiments, his body is fused with an intricate system of chambers and pumps, machinery filling his veins with alchemical rage. Bursting out of the shadows, he preys upon those criminals who terrorize the city's depths. Warwick is drawn to blood, and driven mad by its scent. None who spill it can escape him.

Previous Versions

Name Date Modified Views Adds Version Actions
2/18/2023 9:34:05 PM
6
0
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Coming Soon
2/19/2023 4:59:58 PM
14
1
2
Coming Soon

Habitat: UnderdarkUrban

DrCarson

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