BBS Bandit Captain/Werewolf CR4/4

A skilled bandit captain hiding a horrid curse as a secret weapon.

See the theory behind my BBS designs at Designing the Mechanics of the Big Bad and Big Bad Solo Monster Inserts.

BBS Bandit Captain/Werewolf

1st Form:

Medium humanoid (human), any non-lawful alignment

Armor Class 15 (studded leather)
Hit Points 65 (10d8 + 20)
Speed 30 ft.

STRDEXCONINTWISCHA
15(+2)16(+3)14(+2)14(+2)11(+0)14(+2)

Saving Throws Str +4, Dex +5, Wis +2
Skills Athletics +4, Deception +4
Senses passive Perception 10
Languages any two languages
Challenge 4

Transformative Fortitude. The bandit captain/werewolf has multiple forms. When the 1st form’s hit points are reduced to 0, all ongoing conditions and effects affecting the creature end, and the creature transforms into its 2nd form. Once the 1st form hit points reach 0, it cannot receive any healing until after a long rest. The creature dies only when all of its 2nd form hit points are reduced to 0.

ACTIONS

Multiattack. The captain makes three melee attacks: two with its scimitar and one with its dagger. Or the captain makes two ranged attacks with its daggers.
Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (ld6 + 3) slashing damage.
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Legendary Reactions

Side Step. When an attack misses against this creature, it can as a legendary reaction move up to half its speed without triggering opportunity attacks.
Redirect. When a melee weapon attack misses against the captain by 5 or more, it can as a legendary reaction force the attacking creature to move 15 ft. in any direction to an open space. If the attacking creature ends this movement with another creature within their melee weapon’s range, the captain can force the attacking creature to make a weapon attack with disadvantage against that creature.

REACTIONS

Parry and Riposte. The captain adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon. If the attack now misses, the captain can make a weapon attack against the attacker.


BBS Bandit Captain/Werewolf

2nd Form

Medium humanoid (shapechanger), chaotic evil

Armor Class 12 (natural armor)
Hit Points 29/29 (9d8 + 18)
Speed 30ft. (40ft. in wolf form)

STRDEXCONINTWISCHA
15 (+2)13 (+1)14 (+2)10 (+0)11 (+0)10 (+0)

Skills Perception +4, Stealth +3
Damage Immunities bludgeoning, piercing, and slashing damage from non magical weapons that aren’t silvered
Senses passive Perception 14
Languages Common (can’t speak in wolf form)
Challenge 4

Paragon Fortitude. The bandit captain/werewolf has multiple pools of hit points, each of which is tracked separately. All damage and healing must be completely applied to only one pool. When a pool is reduced to zero, all ongoing conditions and effects affecting the creature end. Once a pool is reduced to zero, that pool cannot receive any healing until after a long rest. If all hit point pools are reduced to zero, the creature is killed.
Feral Rage. If this creature has Paragon Fortitude, then when one Hit Point pool is reduced to 0, this creature gains resistance to all damage types except psychic. This resistance lasts for 1 minute, or until it either fails to make an attack on its turn or does not take any damage for an entire round. Shapechanger. The werewolf can use its bonus action to polymorph between a wolf-humanoid hybrid or into a wolf. 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 1st form if it dies.
Keen Hearing and Smell. The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

ACTIONS

Ricocheting Charge. Once per short rest, as an action, the werewolf moves up to its speed on the ground in a line, changing direction any number of times during the charge. Creatures in the way of this line must make a DC12 Dexterity saving throw, taking 2d10 slashing damage on a failed save, or half on a success. Creatures cannot suffer this damage more than once per charge. Either way, affected creatures are pushed outside of its path. Alternatively, a creature can make a DC14 Strength saving throw, taking half damage and granting advantage on the next saving throw against this charge on a success. *Fortitude Recharge:* If this creature has Paragon Fortitude, then when one Hit Point pool is reduced to 0, ricocheting charge recharges and can be used immediately as a reaction.
Multiattack (Hybrid Form Only). The werewolf makes two attacks: one with its bite and one with its claws.
Bite (Wolf or Hybrid Form). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (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 creature. Hit: 7 (2d4 + 2) slashing damage.

BONUS ACTIONS

Frightening Roar. Once per short rest, as a bonus action, this creature can force creatures within 60 ft. of it to make a DC10 Wisdom saving throw, becoming frightened until the end of their next turn on a failed save. Fortitude Recharge: If this creature has Paragon Fortitude, then when one Hit Point pool is reduced to 0, frightening roar recharges.

LEGENDARY REACTIONS

Bound. When an enemy ends its turn and there are no un-incapacitated enemies adjacent to this creature, this creature can as a legendary reaction leap to an empty space within half its base movement speed.

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