Shapechanger. The Lycanthropic Spirit can use its Action to alter its form to another Lycanthropic Spirit species: Bat, Bear, Boar, Tiger, or Wolf. It's true form is considered the lycanthropic species with which its host was cursed.
Keen Smell. The Lycanthropic Spirit has advantage on Wisdom (Perception) checks that rely on smell.
Legendary Resistance (3/day). If the Lycanthropic Spirit fails a saving throw, it can choose to succeed instead.
Multiattack. The Lycanthropic Spirit makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) piercing damage. If the target is a humanoid, it must succeed on a DC 15 Constitution saving throw or be cursed with lycanthropy of the Lycanthropic Spirit's current form.
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) slashing damage.
Nimble Dodger. The Lycanthropic Spirit can add 3 to its AC against one attack that would hit it. To do so, the Lycanthropic Spirit must be able to see the attacker.
The Lycanthropic Spirit can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Lycanthropic Spirit regains spent legendary actions at the start of its turn.
Swift Hunter. The Lycanthropic Spirit may move up to its move speed without provoking an opportunity attack.
Change Form. The Lycanthropic Spirit can change its form using it's Shapechanger feature.
Impose Blood Lust. The Lycanthropic Spirit tries to force its original host into a Blood Lust state. The original host must make a DC 17 Wisdom saving throw or become charmed. While charmed in this way, the creature must spend their next turn making melee weapon attacks against the nearest creature which is not a Shapechanger. If the character does not have a melee weapon, they will use their hands, feet, teeth or anything else as an Improvised Weapon.
Description
The Lycanthropic Spirit is a physical manifestation of a lycanthropy curse after the Ritual of Removal has evicted it from the victim's body. Most often, this is encountered during the Ritual of Removal itself as the final step to removing the curse of Lycanthropy from an individual.
A Lycanthropic Spirit initially takes on the species of its host's curse, but can change into any of the lycanthropic species. Aspects of the Ritual of Removal trap the Lycanthropic Spirit and will most often viciously fight to the death. In the case where the Ritual has not been conducted correctly, it may have the option to escape. In these cases, its goal is to kill its old host, the victim of the lycanthropy curse, and then escape to spread the curse far and wide.
Lair and Lair Actions
The Lycanthropic Spirit and its original host, a victim of lycanthropy, exude a haze as remnants of the curse continue to leave the victim. On initiative count 20 (losing initiative ties), the following lair action takes place:
- The haze coalesces together to create a hazy copy of a lycanthrope. Roll 1d6 to determine the lycanthropic species that is formed using the table below. Roll 1d4 to determine the number of lycanthropes that are formed. These lycanthropes use the stat blocks found in the Monster Manual for their respective species.
Dice Roll (1d6) | Lycanthropic Species |
---|---|
1 | Werebat |
2 | Werebear |
3 | Wereboar |
4 | Wererat |
5 | Weretiger |
6 | Werewolf |
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