Large Humanoid, Lawful Evil
Armor Class 18 natural armor
Hit Points 313 (33d10 + 132)
Speed
STR
22 (+6)
DEX
15 (+2)
CON
18 (+4)
INT
11 (+0)
WIS
14 (+2)
CHA
14 (+2)
Saving Throws STR +10, DEX +6, CON +8
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Senses Passive Perception 16
Languages Common
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Legendary Resistance (3/Day). If Amorak fails a saving throw, he can choose to succeed instead.

Shapechanger. Amorak can use his action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.

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

Pack Leader. Amorak Silverback has advantage on an attack roll against a creature is within 5 ft. of a Silverback Werewolf.

Actions

Multiattack (Humanoid or Hybrid Form Only). Amorak Silverback makes four attacks: four with his brass knuckles (humanoid form) or one with his bite and three with his claws (hybrid form).

Brass Knuckles (Humanoid Form Only). Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. Hit: 9 (1d6 + 6) bludgeoning damage.

Claws (Hybrid Form Only). Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. Hit: 7 (2d4 + 6) slashing damage.

Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with werewolf lycanthropy.

Rend (Recharge 5-6). Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 24 (4d8 + 6) piercing damage. The target is then bleeding and take 2d10 damage at the start of it’s turn until it is healed for the full amount of damage the initial Rend attack (4d8 + 6) dealt to the target. While bleeding the target is also slowed.

Forsaken Howl (recharge 6). All enemy creatures within 10 feet of Amorak must make a DC 15 Charisma saving throw. On a failed save, the creature becomes frightened and must use its full turn to move as far away from Amorak as possible. Once out of Amorak’s line of sight, the target must then attempt to bury itself alive with it’s action. Each creature frightened in this way can make the same saving throw at the end of its turn to end the effect.

Bonus Actions

Inspire. Amorak Silverback chooses a friendly creature it can see and hear. That creature can take another attack.

Legendary Actions

Amorak Silverback 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. Amorak Silverback regains spent legendary actions at the start of its turn.
Leap. Amorak moves up to its speed without provoking opportunity attacks

Bite. Amorak can make one bite attack at a creature within range.

Claw. Amorak makes a claw attack.

Command (Cost 2 Actions). Amorak chooses a friendly creature it can see and hear. That creature can use it’s reaction to move up to it’s speed, and take another action.

Reckless (Cost 2 Actions). Amorak can make a claw attack against every creature within range.

king_nobody52

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