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Werewolf monster for DND / Wargaming
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Werewolf (CR 3) Medium Humanoid (Human, Shapechanger), Chaotic Evil Armor Class: 11 (in human form), 12 (in hybrid or wolf form) Hit Points: 58 (9d8 + 18) Speed: 30 ft. (40 ft. in wolf form) STR | DEX | CON | INT | WIS | CHA 15 (+2) | 13 (+1) | 14 (+2) | 10 (+0) | 11 (+0) | 10 (+0) Saving Throws: Wisdom +2 Skills: Perception +4, Stealth +3 Damage Immunities: Bludgeoning, Piercing, and Slashing from Nonmagical Attacks not made with Silvered Weapons Senses: Passive Perception 14 Languages: Common (can’t speak in wolf form) Challenge: 3 (700 XP) Shapechanger: The werewolf can use its action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into its true human form. 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. Multiattack (Hybrid or Wolf Form Only): The werewolf makes two attacks: one with its bite and one with its claws or spear. Bite (Wolf or Hybrid Form Only): Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werewolf lycanthropy. Claws (Hybrid Form Only): Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 2) slashing damage. Spear (Human or Hybrid Form Only): Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Actions: Bite (Wolf or Hybrid form): A classic lycanthropy-causing bite. Multiattack: A fearsome two-pronged assault.
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