Large Monstrosity (Human), Chaotic Evil
Armor Class 16 (natural armor)
Hit Points 242 (23d10 + 115)
Speed 50 ft.
STR
24 (+7)
DEX
16 (+3)
CON
20 (+5)
INT
8 (-1)
WIS
16 (+3)
CHA
8 (-1)
Saving Throws STR +12, DEX +8, CON +10, WIS +8
Skills Perception +13, Stealth +7, Survival +8
Damage Resistances Cold
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Senses Passive Perception 23
Languages Common
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

Fury. While it has 100 hit points or fewer, the werewolf has advantage on attacks and scores critical hits on a roll of 19-20.

Legendary Resistance (3/Day). If the werewolf fails a saving throw, it can choose to succeed instead.

Magic Weapons. The werewolf’s weapon attacks are considered magical.

Keen Hearing and Smell. The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pounce. If the werewolf moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If the target is prone, the werewolf can make one bite attack against it as a bonus action.

Actions

Multiattack. The werewolf uses its Frightful Presence, it then makes three attacks, one with its bite and two with its claws.

Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 24 (3d10 + 7) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werewolf lycanthropy.

Claws. (Hybrid Form Only). Melee Weapon Attack: +12 to hit, reach 5 ft., one creature. Hit: 16 (2d8 + 7) slashing damage.

Frightful Presence. Each creature of the werewolf's choice that is within 120 feet of the werewolf and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A 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 the werewolf's Frightful Presence for the next 24 hours.

Legendary Actions

The werewolf 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 werewolf regains spent legendary actions at the start of its turn.

*Move. The werewolf moves up to its speed without provoking opportunity attacks.
*The Beast Within (Costs 2 Actions). The werewolf targets one creature cursed with lycanthropy that it can see within 60 feet of it. The target must succeed on a DC 18 Wisdom saving throw. On failure, the creature instantly polymorph into its hybrid form, cannot shapeshift back to other forms, and is charmed by the werewolf. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
*Eye of the Moon (Costs 2 Actions). The werewolf targets one creature that it can see within 60 feet of it. The target must succeed on a DC 18 Constitution saving throw, taking 27 (6d8) cold damage on a failed save, or half as much damage on a successful one. If the target fails the saving throw, it is also petrified, encaised in ice until the end of the werewolf's next turn.

Description

A sorry being, whose curse has devolved them into a single minded killing machine.

Monster Tags: Shapechanger

Habitat: ForestHill

Petyr_Stoneshade

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