Medium Humanoid (Human, Shapechanger), Any Alignment
Armor Class 14 in humanoid form, 16 in wolf or hybrid form
Hit Points 216 (10d20 + 48)
Speed 30 ft.
STR
22 (+6)
DEX
18 (+4)
CON
20 (+5)
INT
10 (+0)
WIS
16 (+3)
CHA
10 (+0)
Saving Throws DEX +9, CON +10
Skills Perception +5, Stealth +4
Damage Resistances Lightning
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Condition Immunities Grappled
Senses Darkvision 60ft, Passive Perception 18
Languages Common (can't speak in wolf form)
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Shapechanger. The werewolf can use its action to polymorph into a wolf-humanoid hybrid or into a wolf (becomes a Huge creature), 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. The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Legendary Resistance (3/Day). If the Werewolf fails a saving throw, it can choose to succeed instead.

Regeneration. The Werewolf regains 20 hit points at the start of its turn if it has at least 1 hit point. If the Werewolf takes damage from a silvered weapon, this trait doesn't function at the start of the Werewolves' next turn.

Actions

Multiattack. (Any form). The werewolf makes three attacks: three with its Fist (humanoid form) or one with its bite and two with its claws (hybrid or wolf form).

Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werewolf lycanthropy.

Claws. (Wolf or Hybrid Form Only). Melee Weapon Attack: +11 to hit, reach 5 ft., one creature. Hit: 19 (2d10 + 6) slashing damage.

Fist (Humanoid Form Only). Melee Attack: +11 to hit, reach 5 ft. Hit: 19 (1d8 + 6) bludgeoning damage

Legendary Actions

The Werewolf can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The Werewolf regains spent legendary actions at the start of its turn.

Move. The Werewolf moves up to its speed without provoking opportunity attacks.

Unarmed Strike. The Werewolf makes one unarmed strike.

Bite.(Costs 2 Actions). The Werewolf makes one bite attack.

Description

A werewolf is a savage predator that can appear as a humanoid, as a large white wolf wreathed in lightning, or in a hybrid form—where their hair goes white and veins appear a light blue through their skin, along with sharpening teeth and nails-

Previous Versions

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10/29/2019 8:55:28 AM
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Monster Tags: Shapechanger

Habitat: ForestHillMountainUrban

JupiterTheWizard

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