Huge Monstrosity, Chaotic Evil
Armor Class 19 Natural Armor
Hit Points 300 (30d12 + 120)
Speed 80 ft.
STR
24 (+7)
DEX
20 (+5)
CON
22 (+6)
INT
14 (+2)
WIS
18 (+4)
CHA
16 (+3)
Saving Throws STR +13, WIS +10
Skills Intimidation +9, Perception +10, Stealth +10, Survival +8
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Condition Immunities Blinded, Charmed, Frightened
Senses Darkvision 120 ft, Truesight 30 ft, Unknown Devil Sight 120 ft, Passive Perception 20
Languages All Communicates Through Use Of Telepathy
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

Bloodied Fury - When Blackledge drops to half its hit points or fewer, it enters a frenzied state. While in this state, Blackledge's attacks deal an additional 2d10 damage, and it gains a +2 bonus to AC.

Terrifying Roar (Recharge 5-6). Blackledge lets out a bone-chilling roar that strikes fear into the hearts of its enemies. Each creature of Blackledge's choice within 60 feet of it and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Blackledge's Terrifying Roar for the next 24 hours.

Devouring Maul (Recharge 6). Blackledge makes a devastating bite attack against a single target within 10 feet. On a hit, the target takes 4d12 + 7 piercing damage and must succeed on a DC 18 Constitution saving throw or be swallowed by Blackledge. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside Blackledge, and it takes 10 (3d6) acid damage at the start of each of Blackledge's turns. If Blackledge takes 30 damage or more on a single turn from a creature inside it, Blackledge must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate the swallowed creature, which falls prone in a space within 10 feet of Blackledge. If Blackledge dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone.

Healing Howl (Recharge 5-6): Blackledge emits a haunting howl, invoking ancient powers of regeneration. Blackledge regains hit points equal to half its maximum hit points, and all allied creatures within 30 feet regain hit points equal to Blackledge's Constitution modifier + its proficiency bonus.

Actions

 

Aura of Bloodlust - Blackledge exudes an aura of primal savagery within 30 feet of itself. Any allied creatures within this aura have advantage on melee attack rolls and deal an additional 2d6 damage with their melee attacks. Additionally, Blackledge and its allies gain temporary hit points equal to the damage dealt by their melee attacks.

Claw - Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d6+7) slashing  damage.

 Rend and Tear: Blackledge makes two claw attacks against a single target. On a hit, the target takes 2d10 + 7 slashing damage, and if both attacks hit, the target is also grappled (escape DC 18). While grappled in this way, the target takes 2d10 slashing damage at the start of each of Blackledge's turns.

 

Bonus Actions

Shadow Pounce - Blackledge chooses a target it can see within 30 feet of it. It then uses it's bonus action to magically teleport to an unoccupied space within 5 feet of the target. If Blackledge uses this ability to teleport adjacent to an enemy, it can immediately make one claw attack against that enemy as part of the same bonus action. 

Reactions

Bloodied Resilience - When Blackledge takes damage from a creature it can see, it can use its reaction to regain hit points equal to half the damage taken.

 

Legendary Actions

Shadow Burst (Cost 2 Actions). Blackledge channels its innate connection to darkness, unleashing a burst of shadowy energy in a 20-foot radius centered on itself. Each creature within the area must make a DC 18 Dexterity saving throw, taking 4d8 necrotic damage on a failed save, or half as much damage on a successful one. Additionally, creatures that fail the saving throw are blinded until the end of their next turn as their vision is shrouded in impenetrable darkness.

Summon Wolves (Cost 2 Actions): Blackledge calls upon its primal connection to summon a pack of dire wolves to its aid. 1d6+1 appear in unoccupied spaces within 60 feet of Blackledge and take their turns immediately after Blackledge. The dire wolves remain for 1 hour, obeying Blackledge's verbal commands and attacking its enemies.

Possession Bite - When the summoned dire wolf makes a successful bite attack against a creature, the target must succeed on a DC 15 Wisdom saving throw or become possessed, the target is considered charmed. The target can repeat the saving throw at the end of each of its turns. 

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Toweringly massive, Blackledge commands the presence of a primal force unleashed. Its fur, as dark as the moonless night, ripples with muscle beneath, each sinewy limb poised with lethal grace. Eyes of molten gold burn with an otherworldly intelligence, betraying a cunning and feral intellect that lies behind its savage facade.

Every movement exudes a raw, untamed power, each step leaving behind a trail of quivering anticipation. Its howl echoes through the densest of forests, a haunting symphony that strikes fear into the hearts of even the bravest souls. With each beat of its massive heart, the very earth trembles, as if in awe of the sheer magnitude of its existence.

In battle, Blackledge is a force of nature unleashed, its claws tearing through flesh and bone with a ferocity unmatched. Its eyes blaze with an insatiable hunger, a primal instinct that drives it ever forward, relentless and unstoppable. Those who dare to challenge Blackledge soon learn the folly of their hubris, as they are swept aside by the unbridled fury of the Alpha Apex Predator.

To face Blackledge is to stare into the abyss of the wild, to confront the savage heart that beats within us all. It is a testament to the untamed power of nature, a reminder that even the mightiest of creatures must bow before the relentless march of time and the inevitability of fate.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Free_The_Legendary_Wolfman

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