Medium Monstrosity, Chaotic Evil
Armor Class 14 Natural
Hit Points 46 (6d8 + 12)
Speed 35 ft., Climb 25 ft.
STR
17 (+3)
DEX
16 (+3)
CON
15 (+2)
INT
12 (+1)
WIS
14 (+2)
CHA
15 (+2)
Saving Throws CON +5
Skills Acrobatics +4, Deception +4, Insight +3, Stealth +3
Damage Vulnerabilities Radiant
Damage Resistances Bludgeoning
Condition Immunities Deafened
Senses Darkvision 60 ft., Passive Perception 13
Languages Common, Undercommon
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Shapechanger. The balverine can use its action to transform into a Small or Medium humanoid it has consumed in the last month, or back into its true form. Its statistics, other than its size, 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.

Ambusher. The balverine has advantage on attack rolls against any creature it has surprised.

Surprise Attack. If the balverine surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack.

Howl. At the start of combat, one of the balverines in a group may let out an ear-piercing howl, everyone within 50ft must succeed on a DC 10 Constitution saving throw or be stunned for one round, recoiling from the sound. The howl also has a 35% chance at calling forth 1d4 additional balverines. If one balverine is left in combat it will almost always (75% chance) howl for help rather than flee. 

Tough Hide. Balverines have an unnaturally tough skin, making them resistant to bludgeoning damage. Although they are weak to silver, which will deal double damage to them.

Actions

Multiattack. The balverine makes three melee attacks, two with its claws and one with its bite.

Rake. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 4) slashing damage.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 2) piercing damage.

Pounce. If the balverine 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 13 Strength saving throw or
be knocked prone. If the target is prone, the balverine can make one
bite attack against it as a bonus action.

Description

Balverines are vile monstrosities that live only to consume and expand their own kind. They stand roughly around 5'10" - 6' tall, and weigh around 300lbs. Balverines have long, lanky limbs with legs that usually reach the ground while standing straight, and are covered with patchy brownish-black mats of fur. Their skin is a dark brown-black that seems to meld into the shadows with ease. 

Terrors of the Night. Many believe balverines to be a form of lycanthropes, but this is quite far from the truth. They are more closely related to dopplegangers and other shapechangers of that variety, and as such are just as devious. Being nocturnal predators, balverines typically live on the fringes of civilization, preying on those who stray from the safety of their homes. 

Infiltrators. Occasionally, a balverine will attempt to infiltrate a town or city, in the hopes of luring more of the inhabitants out of the town for the rest of their kin to feed on. These balverines are usually smarter than common stock and employ a higher level of deceit and craftiness.

White Balverines. Within every group of balverines there is an alpha, these alphas typically live longer and grow stronger than normal balverines. As they age, their pelt lightens, and they can grow to sizes of 7 or even 8 feet tall. White balverines have double the health of standard stock, and an armor class of 16.

Monster Tags: Shapechanger

Habitat: ForestMountainUrban

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