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.
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.
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.
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