Spectral Vision. The Albino Werewolf has advantage on saving throws against magic.
Blood of the Wolf. Every five turns, the Albino Werewolf can add 2d12 to its physical attacks for that turn or gain advantage on its attack on that turn.
Spellcasting. The Albino Werewolf is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). The Albino Werewolf has following wizard spells prepared:
1st level (4 slots): Inflict Wounds, Ensnaring Strike
4th level (2 slots): Dimension Door
6th level (2 slots): Eyebite
9th level (1 slot): Power Word Kill
Rotted Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., 1 target. Hit: 15 (2d12 + 5) slashing damage + 15 (2d12 + 5) necrotic damage.
Bloody Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 18 (3d12 + 5) piercing damage + 16 (2d12 + 7) necrotic damage. If grappling, has +10 to hit.
New Instincts. Attacks with Bloody Bite if someone gets within five feet of the werewolf on their turn.
Description
The Albino Werewolf is a large white werewolf, standing at eight feet tall. It is created when a lich turns into a werewolf, be it from already having lycanthropy or gaining it after becoming a lich. As a result of its undead nature, the werewolf form is extremely skinny, with its ribs nearly being visible through its surprisingly thick fur. It sports a far larger bout of fur around the neck and slightly past the shoulders. Large, rotting claws sprout from its hands, giving it deadly physical capabilities. On top of that, it fully retains the intelligence and wisdom it had as a lich, allowing it to cast strong spells.
Previous Versions
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9/24/2024 1:15:05 AM
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