Keen Hearing and Smell. The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Rampage. When the werewolf reduces a creature to 0 hit points with a melee attack on its turn, the werewolf can take a bonus action to move up to half its speed and make a bite attack.
Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.
Multiattack. The werewolf makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. The target must succeed on a DC 14 Constitution saving throw or take an additional 13 (2d12) necrotic damage. If a creature drops to 0 hit points from this additional effect, it dies.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (2d4 + 2) slashing damage.
Description
The werewolf zombie is restricted to its hybrid form—a furred and well-muscled humanoid body topped by a ravening wolf’s head. These monsters possess unbridled resilience and perseverance, making them excellent hunters for the creature that created them. They retain their hunger for humanoid hearts, but are no longer affected by the lunar cycle. Being undead, they are no longer able to spread the lycanthrope curse, but their festering maw is riddled with disease.
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