Large Monstrosity (Human, Shapechanger), Chaotic Evil
Armor Class 15 in humanoid form, 16 (natural armor) in wolf or hybrid form
Hit Points 190 (20d10 + 80)
Speed 30 ft., (40 ft. in hybrid form, 50 ft. in dire wolf form)
STR
22 (+6)
DEX
18 (+4)
CON
18 (+4)
INT
15 (+2)
WIS
16 (+3)
CHA
14 (+2)
Saving Throws DEX +9, CON +9, WIS +8
Skills Perception +4, Stealth +3
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Condition Immunities Charmed, Frightened
Senses Darkvision 120 ft., Passive Perception 18
Languages Common (can't speak in wolf form) Common (Can't speak in Wolf form)
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Shapechanger. Zendrik 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 isn't transformed. It reverts to its true form if it dies.

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

Legendary Resistance (2/Day). When the Zendrik fails a saving throw, he can choose to succeed instead.

Monk Training. Zendrik retained some of his monk abilities even after his change. He has 12 ki points available and regains them at dusk. He can use ki points when he hits with a melee weapon attack to inflict one of the following additional effects:

  • Aggrevated Push (Costs 1 Ki point). The target creature must succeed on a DC 16 Strength saving throw or be pushed 15 feet away from Zendrik.
  • Gutting Strike (Costs 1 Ki point). The target creature must succeed on a DC 16 Constitution saving throw or begin to bleed furiously. A bleeding creature takes 3 (1d6) necrotic damage at the start of its turns until it or another creature within 5 feet of them makes a successful DC 12 Wisdom (Medicine) check to stop the bleeding. Any magical healing instantly stops the bleeding.
  • Disorientating Strike (Costs 1 Ki point). The target creature must succeed on a DC 16 Dexterity saving throw or fall prone. While prone in this way the creature is unable to take reactions.

Regeneration. Zendrik regains 10 hit points at the start of each of its turns. If the Zendrik takes damage from a silver weapon, this trait doesn't function at the start of the Zendrik's next turn. Zendrik dies only if it starts its turn with 0 hit points and doesn't regenerate.

Actions

Multiattack. Zendrik makes two attacks: two with his Spear (humanoid form) or one with its Bite and one with its Claws (dire wolf or hybrid form).

Bite (Dire Wolf or Hybrid Form Only). Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 10 (3d6) necrotic damage. If the target is a Humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with lycanthropy.

Claws (Dire Wolf or Hybrid Form Only). Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

Spear (Humanoid Form Only). Melee or Ranged Weapon Attack: +11 to hit, reach 5 ft. or range 20/60ft, one target. Hit: 13 (2d6 + 6) piercing damage, or 15 (2d8 + 6) piercing damage if used with two hands.

Call the Mists (Costs 6 Ki Points; Recharges on a Short or Long Rest). Zendrik calls the Mists of Barovia to aid him in his hunt, which causes mist to gather around him in a 300-foot radius for 10 minutes. The mist is considered heavily obscured for creatures other than Zendrik and his wolves. The use of a spell like gust of wind or wind wall disperses this fog for 1 minute.

Reactions

Mist Form (Costs 2 Ki Points). When Zendrik is hit with an attack, he can use his reaction to disperse his form into mist for a brief moment. He gains resistance to the damage dealt for that attack only.

Legendary Actions

Zendrik 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. Zendrik regains spent legendary actions at the start of its turn.

Strike. Zendrik makes one Claws attack (dire wolf or hybrid form only) or one Spear attack (humanoid form only).

Form Mistborn Wolf (Costs 2 Actions and 2 Ki points). Zendrik channels his ki into forming the mist around him into a Mistborn Wolf. The wolf takes their turn immediately and is destroyed when it or Zendrik is reduced to 0 hit points

Bite (Costs 3 Actions). Zendrik changes into hybrid or dire wolf form and then makes one Bite attack.

Description

Long ago, a monk from an order of bounty hunters came through the Mists of Barovia following a mark. However, even to this experience tracker and hunter the mists proved too disorientating and he was trapped in Barovia. Worse still, the hunter drew the attention of Strahd von Zarovich and was beset on by a group of werewolves that were sent by Strahd to distract himself.

To the ruler of this ancient land's surprise, the skill of the bounty hunter was unmatched by the lycanthropes and his spear began to fell them one by one. Strahd joined the hunt and captured this specimen, determined to make the most of his new toy. After experimenting on the man for some time, changing and morphing his body to become something more than any ordinary werewolf, Strahd's plan was complete.

Now, Zendrik, The Hunter roams the misty lands of Barovia and uses them as his personal hunting grounds. Zendrik was granted the gift of eternal life and in repayment now hunts and serves Strahd, another piece of the vampire's dragonchess game and an extremely powerful adversary to throw at capable heroes who get too close.

So, when you hear the call of ethereal sounding wolves and feel the mist draw close, cutting off your vision, know that you've fallen right into the hunter's trap...
-
Strahd granted Zendrik, the Hunter eternal life as part of his transformation into a horrid lycanthrope. This means that while Strahd is in control over Barovia and his Domain of Dread, the Hunter cannot truly be killed. Even if Zendrik is killed, he will reform at a random place that contains heavy fog or mist in 1d6 + 1 days at dusk with all his equipment, except for the Mist Spear if another creature is attuned to it. A creature attuned to the Mist Spear is aware of Zendrik reforming but is unaware of where it has taken place. However, Zendrik is always aware of the location of his Mist Spear.


This creatures is meant to be an additional boss for Curse of Strahd. Zendrik comes with a minion monster (Mistborn Wolf) and a unique item (Mist Spear), both of which can also be found amongst my homebrew collection. Enjoy!

Monster Tags: Shapechangermonstrosity

Habitat: ForestHill

Imber

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