| Mod | Save | ||
|---|---|---|---|
| STR | 15 | +2 | +2 |
| DEX | 17 | +3 | +3 |
| CON | 15 | +2 | +2 |
| Mod | Save | ||
|---|---|---|---|
| INT | 9 | −1 | −1 |
| WIS | 9 | −1 | −1 |
| CHA | 9 | −1 | −1 |
Spellcasting.
Cantrips (at will): Blood Spear (Frenzy Only), Uses your own Blood to create spear out of it. Consumes all temporary health you have, dealing 1d8 damage for each 4 heath consumed. If no temporary hit points available cannot use this spell
Claws. Melee Attack: +2 to hit, reach 5 ft., 1 target. Hit: 9 (1d10 + 4) Slashing damage.
Bite. Melee Attack: +4 to hit, reach 5 ft. 1 target . Hit 8 (1d8+4) Piercing damage
Feast. Melee Attack: Attempt to devour the target. Target must succeed STR DC 25 minus Current HP saving throw or it gets eaten by you. If you kill target with this action it does not consume an action
Bonus Action Name. Enter the description for how bonus actions work for your monster here.
Blood Mark (Frenzy Only), Use your own blood to mark target. Affected target takes additional 1d6 damage from your attacks and grants you equal amount of temporary health.
Enter Blood Frenzy. In this condition you take half of any physical damage and deal double your strength modifier on all strength attacks. If you kill target in this state or deal 20+ damage a turn gain 1d4+CON mod temp health. Also gains +2 to AC.
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
Those few unlucky to be born under the blood moon are marked by the god of hunt. They have to hold their blood hunger their whole life, because if they unleash it noone knows how to stop them. The ultimate form of werewolf, mastered blood magic to suffice its hunger and use it to its advantage.
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.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
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6/25/2025 7:31:58 AM
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3
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1
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Coming Soon
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