Medium Undead (Any, Shapechanger), Any Alignment
Armor Class 16 17 (natural armor) in hybrid form
Hit Points 185 (21d12 + 42)
Speed 30 ft.
STR
17 (+3)
DEX
16 (+3)
CON
16 (+3)
INT
9 (-1)
WIS
15 (+2)
CHA
10 (+0)
Saving Throws STR +6, DEX +6
Skills Perception +5
Damage Vulnerabilities Bludgeoning, Piercing, and Slashing by Silvered Weapons
Damage Resistances Necrotic
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Darkvision 60 ft., Passive Perception 15
Languages any two languages
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Grappler. While a creature is grappled by the Wereghast, the Wereghast has advantage on attack rolls against grappled targets, and the target takes an additional 3 1d6 damage whenever it is hit with the werewolf’s bite or claw attack.

Turning Defiance. The ghast and any ghouls within 60 feet of it have advantage on saving throws against effects that turn undead.

Stench. Any creature that starts its turn within 5 feet of the ghast must succeed on a DC 12 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the ghast's Stench for 24 hours.

Actions

Multiattack. The werewolf ravager makes two melee attacks. It can only make one bite attack per turn.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 12 (2d8 + 3) piercing damage. The target must succeed on a DC 14 Strength saving throw or be grappled.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Reactions

Skirmisher. The Wereghast can use it's reaction upon a missed strike to move up to half of it's movement. This does not provoke opportunity attacks.

 

Legendary Actions

End of Round 1: The Wereghast begins to mutate. Bones cracking, matted ugly fur growing from odd places in it's body, it doesn't stop attacking.

End of Round 2: The Wereghast transforms entirely, gaining 25 Temp HP, and gaining +1 to AC.

Description

A Ghast consumed the flesh of a Werewolf, eating blood, saliva, and multiple organs. Consequently, it began to mutate, creating an abomination of a shifter. Undead, strong, and filled with unending hunger it endlessly searches for it's next meal, shifting creatures into abominations.

Xahael13

Comments

Posts Quoted:
Reply
Clear All Quotes