Keen Hearing and Smell. The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Multiattack. Chief Relenthal makes two attacks: two with its spear or one with its bite and one with its claws.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. On a hit, the target must make a DC 12 Constitution saving throw, or be poisoned and take an extra 1d6 of poison damage.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (2d4 + 2) slashing damage.
Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.
Fire Breath (Recharge 5–6). Chief Relenthal exhales fire in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.
Chief Relenthal can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. He regains spent legendary actions at the start of its turn.
Claws. Relenthal makes one attack with his claws.
Howl. (Costs 2 Legendary Actions) Chief Relenthal commands a combined howl between him and his allies. Anyone within earshot must make a DC 15 Intelligence saving throw or take 2d8 + 4 of psychic damage for everyone one of his allies that are dead, the damage modifier is decreased (minimum of 0)
Fire Breath. (Recharge 5-6) (Costs 2 Legendary Actions) Chief Relethal uses his fire breath.
Description
A werewolf is a savage predator that can appear as a humanoid, as a wolf, or in a terrifying hybrid form—a furred and well-muscled humanoid body topped by a ravening wolf’s head.
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