Medium Humanoid (Shapechanger), Any Alignment
Armor Class 14 Natural Armor
Hit Points 62 (12d8 + 14)
Speed 30 ft., (40 ft in Panther and Hybrid form).
STR
14 (+2)
DEX
18 (+4)
CON
11 (+0)
INT
15 (+2)
WIS
13 (+1)
CHA
17 (+3)
Skills Perception +4, Stealth +5
Damage Vulnerabilities Bludgeoning, Piercing, and Slashing by Silvered Weapons
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Gear Spear, Dagger, Shortbow, Hand Crossbow or Rapier
Senses Darkvision 60 ft., Passive Perception 14
Languages Common (Can't speak in panther form).
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Shapechanger. The werepanther can use its action to polymorph into a panther-humanoid hybrid or into a panther, or back into its true form, which is humanoid. Its statistics, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

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

Pack Mentality: If werepanther is within 5 ft. of another werecreature and the werecreature doesn't have incapacitated condition, werepanther will gain an advantage in any attacking action it does, and werepanther does an extra 2d6 damage. 

Actions

Multiattack. (Humanoid, Panther or Hybrid Form). The werepanther makes two attacks: two with its weapon (humanoid form), two attacking actions (panther form) or two attacking actions (hybrid form).

Bite (Panther or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: 10 (1d8 + 2) [Piercing] damage and causes target to bleed taking (1d4) [Slashing] damage. For every turn after the infliction the target must perform a wisdom saving throw. (Requirement: Wis 12). If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werewolf lycanthropy.

Maim (Panther or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: 10 (1d8 + 2) [Piercing] damage and causes target to bleed taking (2d4) [Slashing] damage. For every turn after the infliction the target must perform a wisdom saving throw. (Requirement: Wis 12). If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werewolf lycanthropy.

Claws. (Panther or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: 10 (2d4 + 2) [Slashing] damage and causes target to bleed taking (1d4) [Slashing] damage. For every turn after the infliction the target must perform a wisdom saving throw. (Requirement: Wis 12)

Hand Crossbow. (Humanoid Form Only). Ranged Weapon Attack: +6 to hit, range 30/120 ft., 1 target. Hit: 10 (1d6 + 4) [Piercing] damage and causes target to be poisoned taking (1d4) [Poison] damage. For every turn after the infliction the target must perform a constitution saving throw. (Requirement: Con 12)

Dagger. (Humanoid Form Only).  Melee Weapon attack: +6 to hit, range 20/60 ft., 1 target. Hit: 10 (1d4 + 4) [Piercing] damage and causes target to bleed taking (1d4) [Slashing] damage. For every turn after the infliction the target must perform a wisdom saving throw. (Requirement: Wis 12)

Rapier. (Humanoid Form Only). Melee Weapon attack: +6 to hit, reach 5 ft., 1 target. Hit: 12 (1d8 + 4) [Piercing] damage and causes target to bleed taking (1d4) [Slashing] damage. For every turn after the infliction the target must perform a wisdom saving throw. (Requirement: Wis 12)

Spear. (Humanoid Form Only). Melee or Ranged weapon: +5 to hit, reach 5 ft. or range 20/60 ft., 1 target. Hit: 8 (1d6 + 2) [Piercing] damage, or 10 (1d8 + 2) [Piercing] damage if used with two hands to make a melee attack and causes target to bleed taking (1d4) [Slashing] damage. For every turn after the infliction the target must perform a wisdom saving throw. (Requirement: Wis 12)

Shortbow. (Humanoid Form Only). Ranged Weapon Attack: +5 to hit, range 80/320 ft., 1 target. Hit: 8 (1d6 + 2) [Piercing] damage and causes target to be poisoned taking (1d4) [Poison] damage. For every turn after the infliction the target must perform a constitution saving throw. (Requirement: Con 12)

Bonus Actions

Blood Frenzy. When killing an enemy, werepanther gains an extra action and can move again based on remaining speed.

Reactions

Opportunity Attack. Werepanther can make an Opportunity Attack when a creature that it can see leaves its reach using its action, its Bonus Action, its Reaction, or one of its speeds. 

Prowl: If an attack is done to an ally within 5 ft. of the werepanther then werepanther can make an attack roll, if the attack roll is higher than the attacker then the attack is cancelled and they take half of the werepanther's attack. If the attack roll is lower than the attacker then the attack will continue as normal.

Description

A werepanther is among the many werecreatures that can be encountered, out of the werecreatures they are the most agile and are very good at subterfuge.

Monster Tags: Shapechangerhumanoid

thefreewolf

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