Silver Vulnerability - Silver objects burn your skin like bright hot metal upon your flesh. Whenever you touch an object made of silver you take 1d4 points of damage that cannot be reduced in any way, and you cannot use your Bestial Transformation for 1 minute. If you are already transformed, then the damage is applied to both your temporary hit points and your current hit points. Similarly, weapon damage done to you with silver weapons while transformed is applied to both your temporary hit points and your current hit points.
Mark of the Full Moon - Once a month, when the full moon rises at night, you are forcibly transformed into your bestial form for the entirety of the night, ending at dawn. Your full moon transformation is harsher and more brutal than your typical bestial change. Your animal CH/INT level go 1 level lower than when not in the full moon. Further, you do not gain temporary hit points through the full moon transformation. Instead, while transformed, you gain resistance to all damage except psychic damage and bludgeoning, piercing, or slashing damage from silver weapons. You do not need to be looking at, or have access to, the moon for these changes to occur.
Wild Senses - You have advantage on Wisdom (Perception) checks that rely on hearing or smell. Your passive Wisdom (Perception) increases by 5 when used to detect things that you can hear or smell. You gain proficiency in Survival. If you already had proficiency, then your proficiency bonus is doubled for any ability check you make using Survival.
Sense Weakness - You automatically know when a creature’s current hit point total is less than or equal to half its maximum hit points. To you, these creatures are considered Bloodied. You can sense the general direction of any Bloodied creature within 1 mile of you, and ability checks you make to track them are made with advantage. Successful weapon attacks against Bloodied targets deal an additional +4 damage.
Territory Master - If you are keeping watch during a long rest, you can choose to scout the surrounding area for 1 hour. If you do, your party cannot be surprised for the duration of the long rest and you get a general idea of the types of creatures that can be found or have traveled through 1 mile of your location. You still get the full benefit of the long rest. You momentarily assume your Bestial Transformation for this feature even if you have already spent your usage of the ability and you gain usage of it again after your long rest.
Feral Fury - You can channel your thirst for blood in combat through great feats of ferocity and violence. This bloodlust is represented through Fury points. Starting from 3rd level, you have 3 Fury points. You regain an expended point of Fury by dealing a critical hit or reducing an enemy creature to 0 hit points. You regain all expended Fury points after a short or a long rest.
Kindred Shape - You also have a limited ability to communicate with wolves. Even though you can’t directly speak with them, they seem to understand the meaning of your words. You can interpret the approximate meaning of the wolves’ intentions and messages. Animal Handling checks made to influence them are made with advantage. You can only use the Kindred Shape feature while not under a Bestial Transformation.
Claw Swipe - Melee Weapon Attack: +5 to hit, reach 10 ft., 1 target. Hit: # (1d8 + 3) [slashing] damage.
Bite - Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: # (1d10 + 3) [piercing] damage.
Kindred Shape - You can spend a use of your Bestial Transformation in order to Polymorph (as per the spell) into a dire wolf for a number of hours equal to half your lycanthrope level (minimum of 1). You can use your lycanthrope and werewolf features, and you get to keep your mental ability scores; but are otherwise limited by your new form. Your DM has the stats for the dire wolf. You need not hold concentration to Polymorph
Rabid Strike - Before you make a melee weapon attack against a creature, you can expend one Fury point to gain advantage on the attack roll. The creature counts as Bloodied for the purposes of this attack.
Bestial Transformation - Your Bestial Transformation takes on the form of a hybrid between your humanoid form and that of a wolf. The curse blesses you with strength and protection. When you transform, your Strength score becomes 17 unless your original score is higher. In addition you gain a +1 bonus to AC. Temp. hit points = 10x lycanthrope level If you lose these hit points then your transformation ends, you take 1d6 points of damage per lycanthrope level. You can end the transformation willingly by spending 5 minutes outside of combat by concentrating, meditating, or doing any form of mental exercise meant to bring you back to your humanoid self. You can activate your Bestial Transformation only once per short rest.
Feral Lunge - You can spend a bonus action and expend a Fury point in order to dash. You must move in an unobstructed straight line directly towards a Bloodied enemy creature for you to be able to use this feature. If your dash moves you 15 feet or more towards your target and you immediately hit with an attack upon reaching them, you may force the enemy creature to fall prone as long as it is a Medium-sized creature or smaller.
Howl - You can use a bonus action and expend one Fury point to rally your allies for combat. When you do so, you can target up to 5 creatures that you can see within 15 feet of you (including yourself). Those creatures gain temporary hit points equal to half your Lycanthrope level + the number of Bloodied enemies within 120 feet of you. Starting from 5th level, each individual Bloodied enemy counts for 2 for the purposes of this action. This increases to 3 at level 9, 4 at level 13, and 5 at level 17.
Bloodlust - If an enemy creature becomes Bloodied within 15 feet of you outside of your turn, you can use a reaction and a Fury point in order to immediately move up to your speed towards that creature and make a melee weapon attack against it.
Instinctual Slash - You can spend a Fury point in order to gain an extra reaction which you immediately spend in order to make an attack of opportunity
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Mythic Action Name. 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
Werewolf - Of all the lycanthropic creatures, none is more well-known or feared than the savage werewolf. Wolf howls heard in the dead of night are terrifying enough without the dreadful suspicion that it might be a werewolf’s cry. Just like their animal brethren, werewolves tend to hunt in packs. A lone farmer trudging along a forest path at night might feel comfortable enough with his silver medallion, but that ease of mind soon ebbs as his lantern reflects dozens of glowing eyes in the surrounding foliage. Werewolves who detest or deny their nature tend to wander the world alone, but they risk discovery and execution at the hands of adventurers or monster slayers armed Of all the lycanthropic creatures, none is more well-known or feared than the savage werewolf. Wolf howls heard in the dead of night are terrifying enough without the dreadful suspicion that it might be a werewolf’s cry. Just like their animal brethren, werewolves tend to hunt in packs. A lone farmer trudging along a forest path at night might feel comfortable enough with his silver medallion, but that ease of mind soon ebbs as his lantern reflects dozens of glowing eyes in the surrounding foliage. Werewolves who detest or deny their nature tend to wander the world alone, but they risk discovery and execution at the hands of adventurers or monster slayers armed
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.
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