Instant regeneration: Similar to its werewolves brethren, the Ban'Lobo can regain health at tremendous speed, halving damage it takes while increasing hit points by 2 per player turn or action.
The Ban'Lobo lunges forward with it's claws and tails, it's tail has an impressive reach of 10 feet with its athletic reach and it's claws are its primary sources of attacks. It can also bite but requires a grapple
Claw Swipe: +10 to hit, reach 3 ft., 1-2 targets. Hit: if succeeds uses 1d8 + 2 for piercing damage.
Tail Lunge: +10 to hit, range 10 ft., 1 target. Hit: if succeeds does 1d8 + 2 for bludgeoning damage.
Leap, Doubles movement and allows the Ban'Lobo to leap over objects to reach its location. It is considered invulnerable to attack opportunities unless the player contests the creatures dexterity saving throw.
Stunning howl and tail swipe are its unique reactions, should the beast gain an attack opportunity or reacts to a player's stun.
Stunning howl: +15 constitution saving throw, 5 ft. 1-3 targets. Hit: If succeeds, does 1d8 radiant damage and the target is stunned until the end of turn
Tail Lunge: +10 to hit, range 10 ft., 1 target. Hit: if succeeds does 1d8 + 2 for bludgeoning damage.
This legendary action can only be used if the creature is found within it's lair, with fellow wolf brethren or other lycantrophic creatures
Call of the King (Costs 1 Actions). The Ban'Lobo rallies other beasts under its name and drives them into a feeding frenzy, increasing all damage by +2 to their strength modifiers and applies the Frightened status effect on players (which requires at least 16 constitution saving throwsto survive). Refreshes after every 2 rounds, requires 16 constitution to reduce cool down by one turn.
Description
The Ban'Lobo is a unique specimen among lycanthropy subjects, research calling it an evolved form of werewolves, similar to higher vampires. Little information gathered have led the masses to deduce its rumors to be more fact than fiction.
Similar to standard werewolf description, except for its more defining features being the density of its fur and the length of its tail. Its size is much larger, twice of the average shapeshifter and boasting a massive increase in strength and dexterity. Compared to alpha werewolves, these beasts can be considered greater werewolves.
While werewolves vary in fur length, Ban'Lobo's are significantly short, almost appearing like patches of dark skin to expose more muscle, giving off a more savage and intense look in the darkest of night.
In addition, the creature is not of base lycan origin, as its ability to commune with those who understand Sylvan and Infernal make it the most vague yet intelligent of its species.
Lair and Lair Actions
The Ban'Lobo, with its users succumbing to their most primal urges, have retreated to the outer wilds where they make open world their home. They aren't picky about their locations, so long as they have access to plenty of game to hunt and civilizations to terrorize. While it prefers to hunt alone, the Ban'lobo can assert its dominance over many beasts within their lairs, and command them to carry out their bidding.
Alpha Rule
On initiative, the Ban'Lobo takes a lair action to cause one of the following effects; the Ban'Lobo can’t use the same effect two rounds in a row:
- Summon a pack of four dire wolves to aid it in battle.
- Summon two werewolves (or other were-beasts of the DM's choice) to aid it in battle.
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