Large Fiend (Human, Shapechanger), Chaotic Evil
Armor Class 17 in hybrid form
Hit Points 110 (12d12 + 23)
Speed 30 ft.
STR
20 (+5)
DEX
14 (+2)
CON
17 (+3)
INT
12 (+1)
WIS
10 (+0)
CHA
17 (+3)
Saving Throws STR +9, CHA +7
Skills Perception +4, Stealth +3
Damage Resistances Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Frightened, Poisoned
Senses Passive Perception 21
Languages Commo, Abyssal
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Shapechanger. The werewolf can use its action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Keen Hearing and Smell. The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Legendary Resistance (3/Day). If the werechimera fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. (Humanoid or Hybrid Form Only). The werewolf makes two attacks: two with its greatsword or one with its bite and one with its claws.

Bite (Chimera or Hybrid Form Only). Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 18 (2d10 + 6) piercing damage plus 5 (1d8) fire damage.

Claws. (Hybrid Form Only). Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. Hit: 16 (2d8 + 6) slashing damage.

Greatsword (Humanoid or Hybrid Form Only). Melee or Ranged Weapon Attack: +10 to hit, reach 5 ft., one creature. Hit: 34 (4d6 + 2d10 + 6) slashing damage.

Fire Breath (Recharge 5–6). The werechimera exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one.

Legendary Actions

The werechimera can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The werechimera regains spent legendary actions at the start of its turn.

Detect. The werechimera makes a Wisdom (Perception) check.

Greatsword Attack. The werechimera makes a greatsword attack.

Wing Attack (Costs 2 Actions). The werechimera beats its wings. Each creature within 15 feet of the werechimera must succeed on a DC 17 Dexterity saving throw or take 26 (4d6 + 10) bludgeoning damage and be knocked prone. The werechimera can then fly up to half its flying speed.

Monster Tags: Shapechanger

Habitat: DesertHill

BhalazarWoldun

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