Huge Beast, Chaotic Neutral
Armor Class 17 Natural Armor
Hit Points 160 (10d10 + 6)
Speed 45 ft.
STR
24 (+7)
DEX
18 (+4)
CON
22 (+6)
INT
20 (+5)
WIS
16 (+3)
CHA
14 (+2)
Saving Throws STR +11, CON +10, WIS +7
Damage Resistances Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Poisoned
Senses Passive Perception 20
Languages Common (Cannot Speak in Hybrid Form)
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

As an action, the Bloodhunter Werewolf is able to make a breath attack that is a 30ft cone. Any creature within the cone must make a DEX saving throw (DC 15) or take 6D6 necrotic damage or half as much on a failed save. 

Actions

Multiattack (Action) (Hybrid Form Only). The Bloodhunter werewolf makes three attacks: One with its bite and two with its claws.

Bite (Hybrid Form Only). Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 6) [Piercing] damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with werewolf lycanthropy.

Claws (Hybrid Form Only) Melee Weapon Attack: +10 to hit, range 5 ft., one target. Hit: 16 (2d10 + 6) [Slashing] damage.

Bonus Actions

As a bonus action the Bloodhunter Werewolf can add 1D6 of radiant, necrotic, fire, ice, or lightning damage to its all its melee attacks. The damage types stays the same until the Alpha werewolf changes it with another bonus action or if it becomes incapacitated. 

As a bonus action, the Bloodhunter Werewolf is able to enter stealth.

Reactions

Legendary Resistance (3/day): On a failed saving throw, the Bloodhunter werewolf can chose to succeed instead.

Legendary Actions

The Bloodhunter Werewolf can take up to 3 legendary actions, choose from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The Alpha Werewolf regains spent legendary actions at the start of its turn.

Leap and Hide (1 Action). The Bloodhunter werewolf moves up to its speed without provoking opportunity attacks and can attempt to enter stealth.

Frenzy (1 Action). The Bloodhunter werewolf can make one claw attack against each creature within 5 feet of it.

Frightening Roar (2 actions) (Recharge: 3 rounds). The Bloodhunter werewolf roars causing any creature within 30 feet of it to make a wisdom save (DC: 15) or be frightened of it on its turn. The frightening effect ends at the start of the enemies next turn. 

Description

A Blood Hunter that has become an Alpha Werewolf. 

Lair and Lair Actions

The Bloodhunter Werewolf Den is a dark, shadowy, and fog ridden layer that carries the stench of blood no matter where you are within it.

Lair Benefits - When the Bloodhunter Werewolf is within its lair, it gains the following benefits: 

1. The Bloodhunter werewolf has advantage on stealth checks to hide. 

2. Enemies have disadvantage on the Bloodhunter Werewolf's Frightening Roar Legendary action.

 

Habitat: Mountain

amharris1999

Comments

Posts Quoted:
Reply
Clear All Quotes