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Raverewolf

Description

The Raverewolf is a fearsome and rare lycanthrope, combining the predatory instincts of a wolf with the cunning and flight of a raven. In its hybrid form, it stands tall with a muscular build covered in dark, matted fur, and its eyes glint with an eerie intelligence. Its wings, although bat-like in appearance, allow for silent flight, making it a formidable hunter both on land and in the air. The Raverewolf's howl sends shivers down the spines of even the bravest adventurers, echoing through the night as a harbinger of terror.

Stat Block

Medium monstrosity (shapechanger), chaotic evil

 

Armor Class 16 (natural armor)  

Hit Points 123 (13d8 + 65) 

Speed 40 ft., fly 50 ft. (in raven form)

 

STR 19 (+4) | DEX 15 (+2) | CON 20 (+5) | INT 10 (+0) | WIS 13 (+1) | CHA 11 (+0)

 

Saving Throws Str +7, Con +8, Wis +4 

Skills Perception +4, Stealth +5  

Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical attacks that aren’t silvered  

Senses Darkvision 60 ft., Passive Perception 14

Languages Common, Sylvan 

Challenge 7 (2,900 XP)

 

Traits

Shapechanger: The raverewolf can use its action to polymorph into a raven-wolf hybrid or into a raven, or back into its true form, which is humanoid. Its statistics, other than its AC (14 in raven form), 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 raverewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

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Regeneration: The raverewolf regains 10 hit points at the start of its turn if it has at least 1 hit point and isn’t in sunlight or running water. If the raverewolf takes damage from a silvered weapon or radiant damage, this trait doesn’t function at the start of the raverewolf’s next turn.

 

Actions

Multiattack (Humanoid or Hybrid Form Only). The raverewolf makes two attacks: one with its bite and one with its claws or spear.

 

Bite (Raven or Hybrid Form Only)Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 4) piercing damage. If the target is a humanoid, it must succeed on a DC 15 Constitution saving throw or be cursed with werewolf lycanthropy.

 

Claws (Hybrid Form Only): Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

 

Spear (Humanoid Form Only): Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 9 (1d8 + 4) piercing damage.

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Frightful Howl (1/Day): The raverewolf lets out a terrifying howl. Each creature of the raverewolf’s choice within 30 feet of it and aware of it must succeed on a DC 14 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if the raverewolf is within line of sight, ending the effect on itself on a success.

 

Reactions

Parry: The raverewolf adds 3 to its AC against one melee attack that would hit it. To do so, the raverewolf must see the attacker and be wielding a melee weapon.

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For more information on the Open Game License, please visit our OGL page.

 

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