| Mod | Save | ||
|---|---|---|---|
| STR | 16 | +3 | +3 |
| DEX | 15 | +2 | +2 |
| CON | 13 | +1 | +4 |
| Mod | Save | ||
|---|---|---|---|
| INT | 12 | +1 | +1 |
| WIS | 10 | +0 | +0 |
| CHA | 8 | −1 | −1 |
Pack Tactics. The Balverine has Advantage on an attack roll against a creature if at least one of the vulture’s allies is within 5 feet of the creature and the ally doesn’t have the Incapacitated condition.
Keen Senses: The Balverine has advantage on Wisdom (Perception) checks that rely on hearing, smell or sight
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.
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.
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. If the target is a Humanoid, it is subjected to the following effect. Constitution Saving Throw: DC 10. Failure: The target is cursed. If the cursed target drops to 0 Hit Points, it instead becomes a Werewolf under the DM’s control and has 10 Hit Points. Success: The target is immune to this balverine’s curse for 24 hours.
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.
.
Leap. The balverine jumps 100ft into the air and lands within 30ft of where it jumped from.
Reaction Name. Enter the description for your action.
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
Balverines are some of the most feared creatures in Albion. Large terrifying beastial creatures, hunting in packs along the walk ways of the world in forests and bogs, they prey on those they deem weak enough for their groups to eliminate. Balverines hunt in packs of anywhere between small packs of 3 to huge prides of Balverines spanning 20 plus members.
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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