Medium Humanoid (Human, Shapechanger), Chaotic Evil
Armor Class 11 in humanoid form, 12 in wolf or hybrid form
Hit Points 67 (9d8 + 27)
Speed 30 ft.
STR
16 (+3)
DEX
13 (+1)
CON
16 (+3)
INT
10 (+0)
WIS
11 (+0)
CHA
10 (+0)
Saving Throws CON +5, WIS +2
Skills Perception +4, Stealth +3
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Senses Passive Perception 14
Languages Common (can't speak in wolf form)
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Form-locked. This werewolf is lost to the feral and aberrant forces that now dominate it's mind. It is no longer able to change form but neither can it be affected by transmutative magics.

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

Actions

Multiattack. (Humanoid or Hybrid Form Only). The werewolf makes a combination of three attacks (max 2 of one kind), using its bite, claws and tenacle.

Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with werewolf lycanthropy.

Claws. (Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) slashing damage.

Tentacle. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 6 (1d6+3) bludgeoning damage and the target is grappled.

Legendary Actions

The werewolf can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The werewolf regains spent legendary actions at the start of its turn.

Pounce. The Werewolf leaps up to 15 ft. onto a creature. The target creature must succeed at a strength saving throw DC 12 or be knocked prone. The Werewolf ends this movement in a square adjacent to the target. This movement does not provoke attacks of opportunity.

Gibbering Madness. The Werewolf howls loudly, its tongue extends from its mouth. A small sharp-toothed mouth on the ends of its tongue lets out a string of non-sensical whispers. Creatures within a 10 ft. radius must make one melee attack against the nearest creature that is not the werewolf unless they pass a DC 12 wisdom saving throw. This is a charm effect.

Flurry of teeth and claws. The Werewolf makes one bite attack and one claw attack against two different creatures within range. If only one creature is in range then it only makes the bite attack.

Description

A werewolf is a savage predator that can appear as a humanoid, as a wolf, or in a terrifying hybrid form—a furred and well-muscled humanoid body topped by a ravening wolf’s head.

Monster Tags: Shapechanger

Habitat: ForestHill

Aerevyn

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