Shapechanger. 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 isn't transformed. It reverts to its true form if it dies.
Bound by False Life. The Mummified Werewolf Lord is tied to its sarcophagus and loses 70hp if it is destroyed. Additionally, creatures can no longer be cursed with its mummy rot. Creatures already afflicted by its mummy rot are cured, and creatures who have begun being cursed with the Werewolf Lord’s lycanthropy have advantage on saving throws against the curse.
Keen Hearing and Smell. The werewolf has advantage on Perception checks that rely on hearing or smell.
Spellcasting. The mummy lord is a 7th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). The Mummified Werewolf Lord has the following cleric spells prepared:
Cantrips (at will): sacred flame, thaumaturgy
1st level (4 slots): command, guiding bolt, shield of faith
2nd level (3 slots): hold person (c), silence (c), spiritual weapon
3rd level (3 slots): animate dead, dispel magic, spirit guardians (c)
Call of the Wildling Lord. Recharge 6. The Werewolf Lord can use its action to summon a spectral Direwolf to join its allies in battle. The Direwolf lasts for one minute or until killed, and remains under full direction of the Werewolf Lord for the duration.
Multiattack. The werewolf can use its Dreadful Glare and one attack, or one attack with its bite and one with its rotting claws.
Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 1d8+3 piercing damage and 1d6 necrotic damage.
- If the target is a humanoid, they begin becoming cursed with werewolf lycanthropy and must make a DC 13 Constitution saving throw. At the beginning of the target's next turns, it must repeat the saving throw. If the target is bitten again while they are making their saving throws, the saving throw DC increases by 1 for each successful bite. The target resists lycanthropy if they attain 3 successes, and succumbs to the curse if they attain 3 failures. The creature automatically succeeds 3 times if, before they succumb to lycanthropy, they are subjected to magic which cures diseases.
Rotting Claws. (Wolf or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 2d4+3 slashing damage and 1d6 necrotic damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 2d6 for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by magic which removes curses or until the Werewolf Lord is slain.
Dreadful Glare (Hybrid Form Only). The werewolf targets one creature it can see within 60 feet of it. If the target can see the werewolf, it must succeed on a DC 15 Wisdom saving throw against this magic or become frightened until the end of the werewolf's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all werewolves for the next 24 hours.
Call of the Pack. As a bonus action, the Mummified Werewolf Lord can call to its pack, which instantly transforms all of its followers within hearing range. While further than 40ft from the Werewolf Lord, each member of the Werewolf Lord's pack can immediately move up to its full speed closer to the Werewolf Lord.
Once per round, the Mummified Werewolf Lord can take 1 legendary action at the end of another creature's turn. The Mummified Werewolf Lord cannot use the same legendary action twice in a row and regains its legendary action at the start of its turn.
Channel Negative Energy. The Mummy Lord magically unleashes negative energy. Creatures within 10 feet of the Mummy Lord, including ones behind barriers and around corners, can't regain hit points until the end of the Mummy Lord's next turn.
Blasphemous Howl. The mummy lord unleashes a blasphemous howl. Each non-undead creature within 20 feet of the Werewolf Lord that can hear the magical utterance must succeed on a DC 13 Constitution saving throw or be stunned until the end of the Werewolf Lord's next turn.
Pack Lord. All minions of the Werewolf Lord within 60ft of him can use the Dash Action as a Bonus Action on their next turn.
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