Medium Humanoid, Neutral
Armor Class 15
Hit Points 112 (5d8)
Speed 30 ft.
STR
15 (+2)
DEX
16 (+3)
CON
16 (+3)
INT
13 (+1)
WIS
14 (+2)
CHA
14 (+2)
Saving Throws STR +10, DEX +12, CON +12
Skills Acrobatics +6, Athletics +5, Perception +5, Stealth +6, Survival +6
Damage Resistances Piercing and Slashing from nonmagical attacks, Bludgeoning from non magical attacks
Senses Darkvision 60ft, Passive Perception 15
Languages Common, Elvish Common, Elvish
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Shapechanger.: As an action, Zuleika can transform into a wolf or back into her true humanoid form. She can't duplicate the effects of a spell, but she does retain her mental ability scores in her wolf form.

Wolf Form: While in wolf form, she has the following changes: Her AC becomes 13 (natural armor). Her speed increases to 50 feet. She gains advantage on Wisdom (Perception) checks that rely on smell or hearing. She can make a bite attack as a melee weapon attack, dealing 2d6 + 2 piercing damage. She cannot cast spells in wolf form, but retains her abilities.

Keen Senses. Zuleika has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pureblood Regeneration. Zuleika regains 10 hit points at the start of her turn if she has at least 1 hit point. She doesn’t regain hit points if she takes fire or radiant damage.

Darkvision: 60ft

Skills: Acrobatics +6, Athletics +5, Perception+5, Stealth +6

 

Actions

Multiattack (Humanoid Form). Zuleika makes two attacks: one with her claws and one with her bite.

Claw (Humanoid Form). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 2d6 + 4 slashing damage.

Bite (Humanoid Form). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d8 + 3 piercing damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or be poisoned for 1 minute. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Howl of the Pack (3 times per long rest). Zuleika emits a terrifying howl that echoes throughout the area. Each creature within 60 feet that can hear her must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Bonus Actions

Lycanthropic Fury: As a bonus action, Zuleika can enter a state of heightened aggression. For 1 minute, she gains the following benefits: She can make two claw attacks as part of her Attack action. Her Strength score increases by +2 (to a maximum of 24). She gains advantage on Strength checks and Strength saving throws. However, she must succeed on a DC 15 Wisdom saving throw at the start of each of her turns or be forced to attack the nearest creature (friend or foe).

Legendary Actions

Number of Legendary Actions: 3

Lunge (Costs 1 Action). Zuleika moves up to 10 feet and makes one melee attack with her claws.This can only be done once per turn

Urgent Transformation (Costs 2 Actions) Zuleika can use her Shapechanger feature as a Bonus Action instead of an Action

Howl of the Pack (Costs 2 Actions). Zuleika uses her Howl of the Pack ability without needing to recharge.

Mythic Actions

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

As foretold by Madam Eva, Zuleika Toranescu is a werewolf that has a deep hatred for Strahd and may be a great ally to the party. She was found in the Wearwolf caves praying to Mother Night. After telling the party that her love Emil was betrayed by his rival Kiril to Strahd, she would forsake her kind if the party help her kill Kiril.

She has the appetite of a wolf and will often hunt and eat wild animal raw in either wolf or human form.

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.

Redshirt_1765

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