Medium or Small Monstrosity (Lycanthrope), Chaotic Evil
AC 15    Initiative +4 (14)
HP 71 (11d8 + 22)
Speed 30 ft.
Mod Save
STR 16 +3 +3
DEX 14 +2 +2
CON 14 +2 +5
Mod Save
INT 10 +0 +0
WIS 11 +0 +0
CHA 10 +0 +3
Skills Perception +8, Stealth +4
Resistances Bludgeoning, Piercing, and Slashing from Magic Weapons
Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Gear Longbow
Senses Darkvision 60 ft.; Passive Perception 14
Languages Common (can’t speak in wolf form)
CR 5 (XP 1,800; PB +3)
Traits

Pack Member. 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. Additionally, the werewolf must obey the orders of the pack alpha. The first time each day a werewolf disobeys the alpha, it takes 5d10 psychic damage. Any werebeast can challenge the pack alpha to a fight to the death. If successful, the challenger become the new pack alpha.

Regeneration. The werewolf regains 14 Hit Points at the start of each of its turns. If the werewolf takes damage from a silvered weapon, this trait doesn’t function on the werewolf’s next turn. The werewolf dies only if it starts its turn with 0 Hit Points and doesn’t regenerate.

Blessing of Mother Night. The werewolf is immune to nonmagical bludgeoning, slashing, and piercing damage (this does not include fall damage or damage dealt by another werebeast or a silvered weapon). The werewolf is resistant to magical bludgeoning, slashing, and piercing damage dealt.

Actions

Multiattack. The werewolf makes two attacks, using Scratch or Longbow in any combination. It can replace one attack with a Bite attack.

Bite (Wolf or Hybrid Form Only). Melee Attack Roll: +5, reach 5 ft. Hit: 12 (2d8 + 3) Piercing damage. If the target is a Humanoid, it is subjected to the following effect. Constitution Saving Throw: DC 12. Failure: The target is cursed. If the cursed target drops to 0 Hit Points, it instead becomes a Barovian werebeast (see chart below) under the DM’s control and has 10 Hit Points. Success: The target is immune to this werewolf’s curse for 24 hours.

Scratch. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Slashing damage.

Longbow (Humanoid or Hybrid Form Only). Ranged Attack Roll: +4, range 150/600 ft. Hit: 11 (2d8 + 2) Piercing damage.

 

Barovian Werebeast Table

1- Barovian Wererat

2- Barovian Werebadger

3- Barovian Wereboar

4- Barovian Werewolf

5- Barovian Werepanther

6- Barovian Werebear

7- Barovian Polar Werebear

8- Barovian Weremammoth

9- Barovian Weredragon

10- Barovian Werepyr

Bonus Actions

Shape-Shift. The werewolf shape-shifts into a Large wolf-humanoid hybrid or a Medium wolf, or it returns to its true humanoid form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed.

Habitat: ForestHill

CajunRobinHood

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