Immutable Form. The Cogwork Werewolf is immune to any spell or effect that would alter its form.
Magic Resistance. The Cogwork Werewolf has advantage on saving throws against spells and other magical effects.
Magic Weapons. The Cogwork Werewolf's weapon attacks are magical.
Keen Hearing and Smell. The Cogwork Werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Multiattack. The Cogwork Werewolf makes two attacks: two with its claws or one with its bite and one with its claws.
Infecting Bite. (Recharge 5–6).Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 6) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw at disadvantage or be cursed with werewolf lycanthropy. Must be loaded with one Blood of Lycanthropy vial per use. Can hold 10 vials.
Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 11 (2d4 + 6) slashing damage.
Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 19 (3d8 + 6) bludgeoning damage.
Description
Wolf golems are magical constructs tinkered from cogs and the corpses of werewolves to appear as tall, impressive statues. Werewolf blood has been loaded into the Cogwork Werewolf and like a snake, is pumped into its teeth. Like other constructs, they are nearly impervious to spells and ordinary weapons. Obeys his creator unless command has been given to another. In this case the construct will only obey the new master.
Constructed Nature. A Cogwork Werewolf doesn’t require air, food, drink, or sleep.
Previous Versions
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