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    Beerwolf

    Large monstrosity (shapechanger), Lawful Evil

    Armor Class 16 (natural armor)

    Hit Points 180 (19d10 + 76)

    Speed 50 ft.

    STR 22 (+6) · DEX 16 (+3) · CON 18 (+4) · INT 14 (+2) · WIS 16 (+3) · CHA 15 (+2)

    Skills Intimidation +6, Perception +7, Stealth +7, Survival +7

    Gear Infernal Wolf-Hide Belt (Requires Attunement. If the Alpha is killed and the belt is burned, the lycanthropy curse is broken for all pack members it has turned).

    Senses Darkvision 120 ft., passive Perception 17

    Languages Common, Infernal

    Challenge 10 (5,900 XP)

    Traits

    Demonic Regeneration. The Beerwolf regains 15 Hit Points at the start of its turn. If the Beerwolf takes damage from an iron or steel weapon, this trait doesn't function at the start of its next turn.

    Name of the Beast. If a creature uses an Action to shout the Beerwolf’s true baptismal name three times, the Beerwolf must make a DC 16 Charisma saving throw. On a failure, the dark magic falters: the Beerwolf instantly reverts to its human form and is Paralyzed until the end of its next turn. Once successfully affected, the Beerwolf is immune to this effect for 24 hours.

    Feral Reflexes. The Beerwolf adds its Proficiency Bonus to its Initiative rolls.

    Actions

    Multiattack. The Beerwolf makes three attacks: one with its Bite and two with its Claws. It can replace one attack with a use of Spellcasting.

    Bite. Melee Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or be Poisoned until the end of its next turn. If the target is a Humanoid, failing this save also curses it with Beerwolf lycanthropy.

    Claws. Melee Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (1d10 + 6) slashing damage. If the target is a Large or smaller creature, it must succeed on a DC 16 Strength saving throw or be knocked Prone.

    Freezing Howl (Recharge 5-6). Magic Attack: The Beerwolf unleashes a soul-chilling howl. Each creature of the Beerwolf's choice within 30 feet must succeed on a DC 16 Wisdom saving throw or be Paralyzed until the end of the Beerwolf's next turn.

    Spellcasting. The Beerwolf casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (Spell Save DC 15):

    At Will: Hunter's Mark(PHB, p. 287), Pass without Trace (PHB, p. 303)

    1/Day Each: Darkness (PHB, p. 260), Invisibility (PHB, p. 289)

    Bonus Actions

    Summon the Pack (1/Day). The Beerwolf summons 1d4 + 1 Wolves or 2 Dire Wolves. The summoned creatures appear in unoccupied spaces within 30 feet of the Beerwolf, act as its loyal allies, and take their turns immediately after it.

    Moonlight Vigor. If the Beerwolf is in moonlight, it can use a Bonus Action to empower its strikes. Until the end of its turn, its melee attacks deal an extra 4 (1d8) necrotic damage on a hit.

    Lore

    A Ferocious Werewolf.

    In German folklore the Beerwolf isn’t just any werewolf; it’s a nightmarish fusion of man and beast. Picture a towering, shaggy, jet-black brute with impossible muscle mass, razor fangs and claws that can punch straight through light armor. So what sets it apart from an ordinary lycanthrope? First, its flat-out demonic nature; second, two visual giveaways—grotesquely overdeveloped muscles and no tail at all. Legend says the powers of darkness can’t make a perfect copy of God’s handiwork, and that missing tail is the tell.

    The change itself is equally eerie. A person buckles on a magic belt made of wolf hide, and instantly flesh and bone twist into their bestial form before the creature heads out to hunt.

    From Grimm Legends Bestiary 5E, p. 10 · Fern Flower Press