Large Monstrosity (Lycanthrope), Neutral Evil
AC 19 (Natural)    Initiative +6 (16)
HP 225 (20d10 + 50)
Speed 40 ft., The ancient werewolf can make incredible jumps, leaping twice as far and high as is would normally be capable of.
Mod Save
STR 23 +6 +11
DEX 19 +4 +4
CON 18 +4 +9
Mod Save
INT 10 +0 +0
WIS 17 +3 +3
CHA 14 +2 +2
Skills Perception +4, Stealth +4
Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Senses Darkvision 60 ft.; Passive Perception 19
Languages Common (can’t speak in wolf form)
CR 14 (XP 11,500; PB +5)
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.

Pack Leader.  An ancient werewolf will always have at 1d4+2 dire wolf at his command.  These wolves are superior to the dire wolves the characters might be familiar with, making one bite attack per round at advantage if they are within 30' of the ancient werewolf.

Keen Hearing and Smell.  The ancient werewolf has advantage on Wisdom (perception) checks that rely on hearing or smell.

Darkvision.  Being imbued with the senses of the largely nocturnal wolf, the werewolf has superior vision in the dark. It can see out to 120 feet in dim light as if it were bright light, and in darkness as if it were dim light. The werewolf can't discern color in darkness, only shades of grey.

Maul.  Whenever the ancient werewolf knocks a humanoid to the ground with one is its claw attacks, it is granted an extra attack as it descends upon the downed creature.  It makes an additional bite attack at advantage.

Werewolf's Curse.  Anyone bit by the ancient werewolf must make a Constitution Saving Throw (DC14) or they will suffer the curse of lycanthropy. If they fall to 0 Hit Points after being cursed, they will instead become a werewolf under the control of the Ancient Werewolf, starting with 10hp.  A humanoid afflicted with lycanthropy transforms into its hybrid animal form any time it is directly exposed to moonlight, except on the night of a full moon, in which case it will transform regardless of direct exposure.  Its Strength, Dexterity, Constitution, and Charisma scores all receive a dramatic increase of +6 in its hybrid form, but it takes a penalty of -4 to its Wisdom score, and its Intelligence score is reduced to 6. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form at dawn or if it dies. A minor lycanthrope can't clearly remember anything it did while in its hybrid form, only retaining vague, dreamlike memories of its activities.

Actions

Multiattack. The werewolf makes three attacks, two claw and one bite attack.

Bite. Melee Attack Roll: +9, reach 5 ft. Hit: 15 (2d10 + 3) 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 with lycanthrope.

Claw. Melee Attack Roll: +8, reach 5 ft. Hit: 15 (3d6 + 5) Slashing damage.  Each time the ancient werewolf strikes a humanoid who is smaller than him, that creature must make a Strength Saving Throw (DC 14) or be knocked prone.  Once a creature is knocked prone, the ancient werewolf can perform the Maul action upon that creature.

Bonus Actions

Shape-Shift. The ancient werewolf shape-shifts into a large dire wolf, though its stats are double those of the average dire wolf. Any equipment it is wearing or carrying isn’t transformed.  The Ancient Werewolf can perform this change at any time, as long as it is not exposed to direct sunlight.  Should the ancient werewolf become touched by sunlight after the change, they will change back to their humanoid form.

Legendary Actions

Call of the Wild.  Once per turn, the ancient werewolf can let loose a horrific howl into the sky overhead.  This action can only be taken at the end of another character's turn.  At the utterances of this howl, anyone within 30' must make a Wisdom saving throw (DC15) or they are rendered stunned in fright until the end of their next turn.

Habitat: ForestHill

PapaMike64

Comments

Posts Quoted:
Reply
Clear All Quotes