| Mod | Save | ||
|---|---|---|---|
| STR | 19 | +4 | +4 |
| DEX | 14 | +2 | +5 |
| CON | 16 | +3 | +3 |
| Mod | Save | ||
|---|---|---|---|
| INT | 10 | +0 | +0 |
| WIS | 15 | +2 | +5 |
| CHA | 14 | +2 | +2 |
Resistances. Damage type chosen for the Draconic Origin trait below.
Draconic Origin. The weredragon is related to a type of dragon associated with one of the following damage types (DM’s choice): Acid, Cold, Fire, Lightning, or Poison. This choice affects other aspects of the stat block.
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 werebeast regains 16 Hit Points at the start of each of its turns. If the werebeast takes damage from a silvered weapon, this trait doesn’t function on the werebeast’s next turn. The werebeast 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 weredragon makes two Rend attacks. It can replace one of these with a Bite attack or a use of its Dragon’s Breath (if available)
Rend. Melee Attack Roll: +7, reach 10 ft. Hit: 13 (2d6 + 6) Slashing damage plus 7 (2d6) damage of the type chosen for the Draconic Origin trait.
Bite. Melee Attack Roll: +10, reach 10 ft. Hit: 13 (2d6 + 6) Slashing damage plus 7 (2d6) damage of the type chosen for the Draconic Origin trait.
-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.
Dragon’s Breath (Recharge 5–6). Dexterity Saving Throw: DC 14, each creature in a 30-foot Cone. Failure: 28 (8d6) damage of the type chosen for the Draconic Origin trait. Success: Half 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
Leap. The half-dragon jumps up to 30 feet by spending 10 feet of movement.
Shape-Shift. The weredragon shape-shifts into a Large dragon -humanoid hybrid 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.
Previous Versions
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