Large Monstrosity (Adult Chromatic), Chaotic Neutral
AC 17 Natural    Initiative +6 (16)
HP 150 (12d12)
Speed 50 ft., It also has Balanced Mode Speed: 50 feet When toggling into its balanced mode, it gains an additional +10 feet of movement, reflecting increased agility and adaptability
Mod Save
STR 20 +5 +5
DEX 16 +3 +7
CON 18 +4 +8
Mod Save
INT 10 +0 +4
WIS 12 +1 +1
CHA 8 −1 −1
Skills Animal Handling +4
Vulnerabilities Fire
Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Immunities Charmed, Frightened
Senses Darkvision 60 feet; Passive Perception 14
Languages Aartuk Common, infernal, sylvan, terran
CR 10 (XP 5,900; PB +4)
Traits

Magic-Induced Mutation. The Vaewolf Alpha's body periodically emits unpredictable magical effects, such as blinking wings, extra limbs, or elemental auras. These mutations can be triggered at the start of its turn or by specific actions, granting it advantage on certain resistances or vulnerabilities temporarily.

Elemental Aversion (Fire). The Vaewolf has a deep aversion to fire-based magic and elements. While resistant to fire damage, it takes double damage from fire attacks and spells.

Special Power – Gunblade Manipulation. The Vaewolf can summon and control its gunblade with ease, switching between melee and ranged attacks effortlessly, infusing its bullets with elemental magic depending on its current path.

Path Magic (Balanced Mode). The Vaewolf can shift into a balanced mode, reducing damage taken by half and gaining increased mobility, allowing it to switch between offensive, defensive, and evasive tactics seamlessly.

---

Spellcasting

The Vaewolf Alpha is a 6-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The Vaewolf has the following spells prepared:

Cantrips (at will): Fire Bolt, Chill Touch, Prestidigitation

1st level (4 slots): Mage Armor, Magic Missile, Burning Hands

Actions

Gunblade Strike.


Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 60/120 ft., one target.
Melee: Hit: 15 (2d10 + 4) slashing damage.
Ranged:Hit: 12 (2d6 + 5) piercing damage + elemental effect based on current path.

Elemental Burst (Recharge 5-6).
The Vaewolf unleashes a burst of elemental energy matching its aversion. All creatures in a 15-foot cone or sphere must make a Dexterity saving throw (DC 15), taking 30 (6d6) damage on a failed save or half as much on a success. Damage type matches its elemental aversion (fire, cold, lightning, or poison).

Bonus Actions

Bonus Actions

Shift into Balanced Mode. The Vaewolf toggles into a balanced state, reducing incoming damage by half until the start of its next turn and gaining increased movement speed (+10 ft.).

Reactions

Evasive Counter. When a creature the Vaewolf can see targets it with an attack, it can use its reaction to impose disadvantage on the attack roll if it is in balanced mode.

Legendary Actions

Legendary Actions

The Vaewolf can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature’s turn. The Vaewolf regains spent legendary actions at the start of its turn.

Gunblade Dash (Costs 1 Action).
The Vaewolf moves up to its speed without provoking opportunity attacks.

Arcane Shot (Costs 2 Actions). 
The Vaewolf fires a specially infused bullet at a target within range, dealing an additional 14 (4d6) elemental damage and imposing a status effect (e.g., burning, freezing, shocking).

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

The Vaewolf Alpha is a formidable hunter, blending arcane mutation and martial prowess. Its body is a twisted, glowing amalgamation of lupine agility, arcane energy, and elemental vulnerability. It is fiercely intelligent, tactical in combat, and capable of shifting modes for maximum effectiveness.

Lair and Lair Actions

Lair and Lair Actions

Lair. The Vaewolf’s lair is a corrupted, arcane-infused forest or ruined cityscape filled with mutated flora and elemental hazards.

**Lair Actions.**
On initiative count 20 (losing initiative ties), the Vaewolf takes a lair action to cause one of the following effects; the Vaewolf can’t use the same effect two rounds in a row:

- Summon elemental spirits to attack intruders for 1 minute.
- Create a magical mutation in the environment that grants advantage on stealth or attack rolls for the Vaewolf.
- Release a wave of elemental energy in a 30-foot radius, forcing all creatures to succeed on a Dexterity saving throw (DC 15) or take 21 (6d6) damage of the elemental type matching the Vaewolf’s current path.

**Regional Effects.** The region surrounding the lair is infused with chaotic elemental energy, causing unpredictable weather phenomena, magical surges, or mutated flora and fauna.

Lair. The Vaewolf’s lair is a corrupted, arcane-infused forest or ruined cityscape filled with mutated flora and elemental hazards.

Lair Actions. 
On initiative count 20 (losing initiative ties), the Vaewolf takes a lair action to cause one of the following effects; the Vaewolf can’t use the same effect two rounds in a row:

- Summon elemental spirits to attack intruders for 1 minute.
- Create a magical mutation in the environment that grants advantage on stealth or attack rolls for the Vaewolf.
- Release a wave of elemental energy in a 30-foot radius, forcing all creatures to succeed on a Dexterity saving throw (DC 15) or take 21 (6d6) damage of the elemental type matching the Vaewolf’s current path.

Regional Effects. The region surrounding the lair is infused with chaotic elemental energy, causing unpredictable weather phenomena, magical surges, or mutated flora and fauna.

WesleyShaffer

Comments

Posts Quoted:
Reply
Clear All Quotes