Remove these ads. Join the Worldbuilders Guild

Excal-heim

Dire Werewolf CR: 7 (2,900xp)

Large humanoid monstrosity, chaotic evil
Armor Class: 14 (natural armor)
Hit Points: 214 12d10+148
Speed: 60 ft , climb: 30 ft

STR

17 +3

DEX

17 +3

CON

16 +3

INT

8 -1

WIS

13 +1

CHA

8 -1

Skills: Acrobatics +6, Athletics +6, Perception +6
Damage Immunities: bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
Senses: darkvision 60 ft., passive Perception 16
Languages: Common (Can't speak)
Challenge Rating: 7 (2,900xp)

Keen Hearing and Smell. The Dire Werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.   Legendary Resistance (1/Day). If the Dire Werewolf fails a saving throw, it can choose to succeed instead.   Regenerative Boost (1/Short Rest). When the Dire Werewolf is below half of its maximum hit points, it can use a bonus action to regenerate 22 4d8+4 hit points and end any poisoned, blinded or deafened condition that is currently afflicting it.

Actions

Multiattack. The Dire Werewolf makes two attacks, one with its bite and one with its claws.   Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 2d8+3 piercing damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with werewolf lycanthropy.   Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., up to two targets that are within 5ft of each other. Hit: 13 4d4+3 slashing damage.   Yeet (Recharge 5-6). The Dire Werewolf attempts to throw a medium or smaller-sized creature within 5 feet of it. The creature must succeed on a DC 15 Dexterity saving throw or be thrown 45 feet, landing prone. The creature stops early if they impact against a solid surface, at which time they take 9 1d12+3 bludgeoning damage.

Legendary Actions

The Dire Werewolf 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. The Dire Werewolf regains spent legendary actions at the start of his turn.   Move. The Dire Werewolf moves up to half of its speed without provoking opportunity attacks.
Swipe. The Dire Werewolf attacks with its claws.
Leap (2 Actions). The Dire Werewolf uses its leap action.

A werewolf stuck in hybrid form because of a second curse.

Created by

stormgate_dnd.

Statblock Type

Monster

Link/Embed