Medium or Small Monstrosity (Lycanthrope), Chaotic Evil
AC 17    Initiative +4 (14)
HP 142 (11d8 + 22)
Speed 30 ft.
Mod Save
STR 18 +4 +4
DEX 16 +3 +3
CON 16 +3 +3
Mod Save
INT 12 +1 +1
WIS 11 +0 +0
CHA 10 +0 +0
Skills Perception +4, Stealth +4
Vulnerabilities Bludgeoning, Piercing, and Slashing by Silvered Weapons
Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Gear Longbow
Senses Darkvision 60 ft.; Passive Perception 16
Languages Common (can’t speak in wolf form)
CR 6 (XP 2,300; PB +3)
Traits

Pack Tactics. The werewolf has Advantage on an attack roll against a creature if at least one of the werewolf’s allies is within 5 feet of the creature and the ally doesn’t have the Incapacitated condition.

Actions

Multiattack. The werewolf makes two attacks, using Scratch or Longbow in any combination. It can replace one attack with a Bite attack.

Bite (Wolf or Hybrid Form Only). Melee Attack Roll: +6, reach 5 ft. Hit: 12 (2d8 + 4) Piercing damage. If the target is a Humanoid, it is subjected to the following effect. Constitution Saving Throw: DC 14. 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 werewolf’s curse for 24 hours.

Scratch. Melee Attack Roll: +6, reach 5 ft. Hit: 10 (2d6 + 4) Slashing damage.

Longbow (Humanoid or Hybrid Form Only). Ranged Attack Roll: +5, range 150/600 ft. Hit: 11 (2d8 + 3) Piercing damage.

Leaders Howl. Summons 1d8 wild wolfs to the aid of the Alpha, Also all Wolves and Werewolves within the Alphas Pack gain 15 Temporary hitpoints and advantage on all attack rolls and saving throws until the Alphas next turn 1/day

Bonus Actions

Shape-Shift. The werewolf shape-shifts into a Large wolf-humanoid hybrid or a Medium wolf, or it returns to its true humanoid form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed.

Legendary Actions

Has 3 Legendary Actions.

(3)Fearful Howl. All Creatures that can hear the howl must make a dc13 constitution saving throw or become afraid of the Alpha, ally's of the Alpha have advantage on the saving throw.

(2)Claw Attack. Melee Attack Roll: +6, reach 5 ft. Hit: 10 (2d6 + 4) Slashing damage.

(1)Blood hunt. Move up to 30 feet towards an injured opponent.

Habitat: ForestHill

joshkrumme

Comments

Posts Quoted:
Reply
Clear All Quotes