Shapechanger.
The beta werewolf can use its action to polymorph into a hybrid or wolf form, or back into humanoid. In hybrid and wolf forms, its speed increases to 60 ft. and it gains natural weapon attacks. Its statistics remain unchanged. Equipment isn’t transformed.
Some betas may need discipline or training to access wolf form (DM discretion).
Keen Senses.
The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell, even in humanoid form.
In wolf or hybrid form, it can detect the smell of blood and track it down without any checks.
Pack Tactics.
The werewolf has advantage on melee attack rolls against a creature if at least one of the werewolf’s allies is within 5 feet of the creature and isn’t incapacitated.
Actions
Multiattack (Hybrid Form Only).
The werewolf makes three attacks: one with its bite and two with its claws or weapons.
Claws (Hybrid Form Only).
Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 13 (2d8 + 4) slashing damage.
Bite (Hybrid or Wolf Form Only).
Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) piercing damage + 1d12 necrotic.
Lycanthropy: Cannot transmit the curse (only Alphas can).
Bonus Actions
Savage Lunge.
The werewolf moves up to half its speed and makes one claw attack. On a hit, the target must succeed on a DC 16 Strength saving throw or be knocked prone
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
Player Lycanthropy – Beta Form Bonuses
If a player is turned into a Beta Werewolf by an Alpha, they gain:
-
Shapeshift (Bonus Action): May transform into hybrid or wolf form for up to 1 hour, once per long rest (or at will, if they’ve embraced it).
-
+2 Strength
-
Damage Immunity to nonmagical, non-silvered bludgeoning, piercing, and slashing damage.
-
Keen Senses: Advantage on Perception (smell and hearing) in all forms.
-
Claws: 2d8 + Str mod slashing (counts as unarmed strike)
-
Bite: 1d12 + Str mod piercing
-
Pack Instinct: Advantage on melee attack rolls if an ally is within 5 feet of the target.
-
Savage Lunge (Bonus Action): As above.
- +1 AC
-
Cannot turn others into werewolves.
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.