Large Monstrosity (Lycanthrope), Lawful Evil
AC 21 Natural    Initiative +5 (15)
HP 245 (16d8 + 48)
Speed 50 ft., Climb 50 ft., Swim 45 ft.
Mod Save
STR 20 +5 +10
DEX 22 +6 +11
CON 20 +5 +5
Mod Save
INT 12 +1 +1
WIS 22 +6 +11
CHA 12 +1 +1
Skills Acrobatics +10, Athletics +9, Intimidation +6, Perception +11, Stealth +10, Survival +11
Vulnerabilities Bludgeoning, Piercing, and Slashing by Silvered Weapons
Resistances All
Gear Spear
Senses Darkvision 120 ft.; Passive Perception 21
Languages Common, Elvish, Beast Speach
CR 16 (XP 15,000; PB +5)
Traits

Darklord Restoration. If Chakuna dies and her heart remains intact, she revives with all her Hit Points at the next day somewhere in Valachan. Chakuna’s heart is a Tiny object that has AC 17, 10 Hit Points, and Immunity to all damage except Fire.

Experienced Hunter. Difficult Terrain composed of undergrowth doesn’t cost Chakuna extra movement.

Apex Predator. Chakuna has Advantage on Wisdom (Perception) and Wisdom (Survival) checks that rely on scent, hearing, or tracking a wounded creature. She always knows the direction of any creature within 120 feet of her that is missing Hit Points, provided there is a path through the air between them.

Blood Frenzy. Chakuna has Advantage on attack rolls against any creature that has half its Hit Points or fewer.

Feral Resilience. At the start of each of her turns, Chakuna can end one of the following conditions on herself: Grappled, Prone, or Restrained. She can’t use this trait if she is Incapacitated.

Regeneration. Chakuna regains 15 Hit Points at the start of each of her turns if she has at least 1 Hit Point. If Chakuna takes damage from a Silvered weapon, this trait doesn’t function at the start of her next turn.

Werepanther Weaknesses. Chakuna’s werepanther form is affected by three specific weaknesses:

  • Fire. If Chakuna takes Fire damage, her Regeneration trait does not function at the start of her next turn.
  • Silver. Chakuna is Vulnerable to damage from Silvered weapons.
  • Mistletoe. If Chakuna is struck by or otherwise exposed to Mistletoe, her transformation immediately ends and she reverts to her Humanoid Form.
Actions

Multiattack. Chakuna makes three attacks in any combination of Rending Claw and Savage Bite. She can use Eviscerate in place of one of these attacks if the target meets its requirements.

Rending Claw. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) Slashing damage. When Chakuna hits with this attack, she chooses one of the following effects:

  • Bleed. At the start of the creatures next turn the creature must make a con save DC 19 or take 6 (2d4) Necrotic damage.
  • Seize. Chakuna forgoes the additional damage, and if the target is Large or smaller, it is Grappled (escape DC 19). Chakuna can have only one creature Grappled in this way at a time.

Savage Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 23 (3d10 + 7) Piercing damage. If the target is Prone or Grappled by Chakuna, the attack deals an additional 10 Piercing damage.

Crushing Pounce. If Chakuna moves at least 20 feet straight towards a creature and hits it with a Rending Claw on the same turn, that creature must succeed on a DC 19 Strength saving throw or fall Prone.

 Bloodcurdling Roar (Recharge 5–6). Chakuna unleashes a supernatural roar that echoes through the jungle. When she uses this ability, she chooses one of the following effects:
Terrifying Roar. Each creature of Chakuna’s choice within 60 feet of her that can hear her must make a DC 19 Wisdom saving throw. On a failed save, a creature takes 36 (8d8) psychic damage and is Frightened of Chakuna until the end of its next turn. On a successful save, the creature takes half as much damage and isn’t Frightened.
Call of the Hunt.

Chakuna forgoes the damage and Frightened effect. Instead, she calls predators from the surrounding jungle. Roll 1d6 on the table below to determine what answers her call. The creatures arrive at the end of Chakuna’s next turn in unoccupied spaces within 60 feet of her and act immediately after Chakuna in the initiative order.

d6 Reinforcement
1 Displacer Beast
2 Owlbear
3 Manticore
4 Girallon
5 Kamadan
6 Reroll

Chakuna can’t use Call of the Hunt if there are already 3 or more creatures summoned by this ability currently alive.

Bonus Actions

Hunter's Step. Chakuna moves up to 20 feet without provoking opportunity attacks. If she ends this movement in light or heavy obscurement, foliage, or behind three-quarters cover, she can immediately take the Hide action as part of this bonus action.

Blood Scent. Chakuna chooses one creature she can see within 60 feet that is below its Hit Point maximum. Until the end of her turn, Chakuna has Advantage on the first attack roll she makes against that creature, and her movement towards it doesn’t provoke Opportunity Attacks. If the creature has half its Hit Points or fewer, Chakuna can move up to 10 feet towards it immediately as part of this Bonus Action.

Drag Prey. Chakuna moves up to half her Speed while dragging a creature she is Grappling. This movement doesn’t reduce her Speed, and the Grappled creature moves with her.

Feral Bound. Chakuna jumps up to 20 feet horizontally or 10 feet vertically to an unoccupied space she can see. This movement doesn’t provoke Opportunity Attacks. If she lands within 5 feet of a creature, she can immediately use Crushing Pounce against that creature if she otherwise meets its requirements.

Reactions

Predator’s Slip. When a creature misses Chakuna with an attack roll, Chakuna can use her reaction to move up to half her Speed without provoking Opportunity Attacks. Chakuna can’t use this reaction if she has already used all of her movement on her current turn.

Legendary Actions

Predatory Strike (Costs 1 Legendary Action). Chakuna makes one Rending Claw or Savage Bite attack. If she uses Rending Claw, she can choose either the Rend or Seize option as normal. If she uses Savage Bite against a creature that is Prone or Grappled by Chakuna, the attack deals its additional damage as normal.

Predator’s Bound (Costs 1 Legendary Action). Chakuna moves up to half her Speed without provoking Opportunity Attacks. This movement can include climbing, Swimming, jumping, and Difficult Terrain composed of undergrowth doesn’t cost her extra movement.

Gathering Roar (Costs 2 Legendary Actions). If Chakuna’s Bloodcurdling Roar is unavailable, she channels her fury into another devastating roar. Bloodcurdling Roar automatically rechargesl.

Description

Chakuna, Beast of Valachan is the monstrous hunting form of Valachan’s Darklord, a towering werepanther covered in sleek black fur and rippling muscle. Her transformation tears through the armour and clothing of her humanoid form, leaving only ragged leather, shredded cloth, and broken straps clinging to her frame. She abandons her weapons entirely, relying instead on claws, fangs, speed, and overwhelming strength.

In this form, Chakuna is far less calculating than before, but no less dangerous. Her intellect gives way to predatory instinct, heightening her senses and making her brutally efficient at identifying wounded or isolated prey. She moves with terrifying speed through jungle undergrowth, pouncing from cover, dragging victims away from their allies, and tearing apart creatures she has knocked prone or seized in her claws.

Her connection to Valachan becomes more primal while transformed. Wounds knit across her body unless inflicted with silver, the jungle seems to bend around her movements, and even death is only temporary so long as her heart survives. Chakuna does not fight like a warrior in this form. She fights like an apex predator defending its hunting ground.

Once she has transformed, retreat is often the safest option. Chakuna has little interest in pursuing fleeing prey immediately; she prefers to give them distance, let fear take hold, and begin the hunt again when they believe they have escaped.

Lair and Lair Actions

Hunting Ground:

On Initiative Count 20 (losing initiative ties), Chakuna activates one of the concealed traps she has prepared throughout the battlefield. Roll 1d6 and resolve the corresponding trap. Chakuna and her Displacer Beasts automatically recognise the locations of her traps and aren't affected by them.

d6 Trap
1 Hanging Snare
2 Camouflaged Pit
3 Razorwire Sweep
4 Poisoned Dart Volley
5 Deadfall
6 Hunter's Noose

1 — Hanging Snare

Chakuna releases a concealed snare beneath one creature she can see within 120 feet. The target must succeed on a DC 18 Dexterity saving throw or be violently pulled 20 feet into the air and become Restrained. While suspended, the creature: has a Speed of 0; has Disadvantage on Dexterity saving throws; grants Advantage to attacks made against it from within 5 feet. The creature or another creature within reach can use an action to make a DC 16 Strength (Athletics) check, freeing the trapped creature on a success. The rope has AC 15, 15 Hit Points, and immunity to Psychic and Poison damage.


2 — Camouflaged Pit

A concealed section of ground collapses beneath a 10-foot-square area Chakuna can see within 120 feet. Each creature standing in that area must make a DC 18 Dexterity saving throw. Failure: The creature falls 20 feet onto sharpened stakes, taking 17 (5d6) damage — half Bludgeoning and half Piercing — and lands Prone. Success: The creature moves to the nearest unoccupied space outside the pit and takes no damage. The pit remains open for the rest of the encounter.


3 — Razorwire Sweep

Chakuna releases a hidden tension mechanism, causing hooked wires to tear across a 30-foot-long, 10-foot-wide line she can see within 120 feet. Each creature in the line must make a DC 18 Dexterity saving throw. Failure: 14 (4d6) Slashing damage, and the creature becomes Entangled until the end of its next turn. While Entangled: its Speed is 0; it can't take Reactions. Success: Half damage and no additional effect. A creature can use its action to free itself or an adjacent Entangled creature early.


4 — Poisoned Dart Volley

Chakuna activates concealed blowpipes and spring-loaded launchers hidden amongst the trees.Choose up to three creatures Chakuna can see within 90 feet. Each must make a DC 18 Constitution saving throw. Failure: 17 (5d6) Poison damage and the creature is Poisoned until the end of its next turn. Success: Half damage and the creature isn't Poisoned. If a creature is Marked as Prey, it makes this saving throw with Disadvantage.


5 — Deadfall

Chakuna releases an enormous suspended mass of logs, rocks and sharpened branches.

Choose a point Chakuna can see within 120 feet. Each creature within 15 feet of that point must make a DC 18 Dexterity saving throw.

Failure: 22 (4d10) Bludgeoning damage and the creature falls Prone.

Success: Half damage and the creature isn't knocked Prone.

The affected area becomes Difficult Terrain for the remainder of the encounter.


6 — Hunter's Noose

Chakuna activates a concealed hooked cable beneath one creature she can see within 120 feet. The target must make a DC 18 Dexterity saving throw. Failure: The target takes 10 (3d6) Bludgeoning damage, falls Prone, and is dragged up to 30 feet towards a point Chakuna chooses. The movement stops early if the target strikes a solid object. If this movement leaves the target more than 20 feet from all of its allies, Chakuna can immediately move up to half her Speed towards the target without provoking Opportunity Attacks. Success: The creature isn't dragged and takes no damage.

 

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