| Mod | Save | ||
|---|---|---|---|
| STR | 24 | +7 | +7 |
| DEX | 10 | +0 | +0 |
| CON | 21 | +5 | +5 |
| Mod | Save | ||
|---|---|---|---|
| INT | 11 | +0 | +0 |
| WIS | 12 | +1 | +1 |
| CHA | 1 | −5 | −5 |
Adapted. The weremammoth can tolerate temperatures of 0 degrees Fahrenheit or lower without being subjected to the effects of extreme cold.
Pack Member. The werebeast has Advantage on an attack roll against a creature if at least one of the werebeast‘s allies is within 5 feet of the creature and the ally doesn’t have the Incapacitated condition. Additionally, the werebeast must obey the orders of the pack alpha. The first time each day a werebeast 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 weremammoth regains 21 Hit Points at the start of each of its turns. If the weremammoth takes damage from a silvered weapon, this trait doesn’t function on the weremammoth’s next turn. The weremammoth dies only if it starts its turn with 0 Hit Points and doesn’t regenerate.
Blessing of Mother Night. The werebeast 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 werebeast is resistant to magical bludgeoning, slashing, and piercing damage dealt
Multiattack. The weremammoth makes three attacks, using Spear or Trample in any combination. It can replace one attack with a Gore attack.
Gore (Mammoth or Hybrid Form Only). Melee Attack Roll: +10, reach 5 ft. Hit: 16 (2d8 + 7) 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 werebeast’s curse for 24 hours.
Spear (Humanoid or Hybrid Form Only). Melee or Ranged Attack Roll: +10, reach 5 ft. or range 20/60 ft. Hit: 17 (3d6 + 7) Piercing damage.
Trample (Mammoth or Hybrid Form Only). Melee Attack Roll: +10, reach 5 ft. Hit: 18 (2d10 + 7) Bludgeoning damage. If the target is a Large or smaller creature and the weremammoth moved 20+ feet straight toward it immediately before the hit, the target has the Prone condition.
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
Shape-Shift. The weremammoth shape-shifts into a Large mammoth-humanoid hybrid or a Huge mammoth, 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.
Comments