Medium Humanoid (Shapechanger), Neutral
Armor Class 18 (natural armor)
Hit Points 187 (20d8 + 88)
Speed 40 ft.
STR
20 (+5)
DEX
18 (+4)
CON
18 (+4)
INT
12 (+1)
WIS
14 (+2)
CHA
12 (+1)
Skills Perception +8, Stealth +8, Survival +7
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Condition Immunities Charmed
Senses Darkvision 60 ft., Passive Perception 18
Languages Common (can't speak in wolf form), Sylvan
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Shapechanger. As a bonus action, the Blood Werewolf can transform into its hybrid form or back into its humanoid form. Its statistics, other than its AC, remain the same. In hybrid form, its AC becomes 18 (Natural Armor).

Regenerative Vitality. At the start of each of its turns, if the Blood Werewolf has at least 1 hit point, it regains 15 hit points. This regeneration does not function if the werewolf has taken damage from a silvered weapon since the end of its last turn.

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

Amethyst Resilience. The Blood Werewolf has advantage on saving throws against spells and effects related to necrotic or Blighted energy.

Lesser Silver Vulnerability. The Blood Werewolf is less vulnerable to silvered weapons compared to weaker werewolves. Instead of taking full double damage, it only takes half the additional damage from silvered weapons.

Savage Strikes. The Blood Werewolf’s natural weapons (claws and bite) deal an additional 1d4 damage.

Blood-Fueled Resilience. After finishing a short or long rest, the Blood Werewolf gains temporary hit points equal to its Strength modifier + proficiency bonus (total 9 temporary hit points). Additionally, when the Blood Werewolf drops a creature to 0 hit points, it can make one additional attack (once per round).

Actions

Multiattack (Hybrid Form Only). The Blood Werewolf makes three attacks: two with its claws and one with its bite.

Claw (Hybrid Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage, plus 1d4 additional damage from Savage Strikes.

Bite (Hybrid Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) piercing damage, plus 1d4 additional damage from Savage Strikes.

Amethyst Charge (Hybrid Form Only). If the Blood Werewolf moves at least 20 feet straight toward a target and hits it with a claw attack on the same turn, the target must succeed on a DC 17 Strength saving throw or be knocked prone.

Description

The Blood Werewolves of the Blood Wolf Clan are fierce warriors, known for their brutal combat prowess and bloodlust. They thrive in the heat of battle, their claws and bite dealing savage strikes, and their blood-fueled resilience making them durable opponents. Their regenerative abilities and deadly attacks make them fearsome foes, feared and respected across the Amethyst Isle. They are less vulnerable to silvered weapons than weaker werewolves, taking only half the additional damage from them.

Monster Tags: Shapechanger

Habitat: ForestHill

GeralTheLag

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