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4e_Monster_Manual_2 - Free

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WEREWOLF LORDAT THE CENTER OF MANY LYCANTHROPIC CLANS, a werewolflord calls the shots. The most feared of its kind,the werewolf lord is larger, stronger, and smarterthan a werewolf and is a vicious adversary.Werewolf LordLevel 13 Elite Brute (Leader)Largo natural humanoid (shapechanger) XP 1.600Initiative +7 Senses Perception +8; low-light visionBlood Moon aura 5; the werewolf lord and any ally within the auragain a +2 bonus to attack rolls and a +5 bonus to damage rollsagainst bloodied targets.HP 264; Bloodied 132Regeneration 10AC 25; Fortitude 27, Reflex 22, Will 24Immune greater moon fever; Vulnerable silver (if the werewolflord takes damage from a silver weapon, its regeneration doesnot function on its next turn)Saving Throws +2Speed 6 (8 in wolf form)Action Points 1(J) Falchion (standard; usable only while in humanoid form; at-will)• Weapon+16 vs. AC; 4d4 + 6 damage (crit 8d4 + 22).© Bite (standard; usable only while in wolf form; at-will) •Disease+16 vs. AC; 2d12 + 3 damage, and the target is exposed togreater moon frenzy (see below).•1 Canine Fury (standard; at-will)The werewolf lord makes two melee basic attacks.4- Speed of the Wolf (standard; usable only in wolf form; rechargeThe werewolf lord shifts 6 squares and makes a bite attack.Savage Howl (minor; encounter)Close burst 10; each ally in the burst gains 15 temporary hitpoints. In addition, each ally that has a bite attack makes a biteattack as a free action.Change Shape (minor; at-will) 4- PolymorphA werewolf lord can alter its physical form to appear as a direwolf (MM 264) or a unique humanoid (see "Change Shape,"page 216).Alignment EvilLanguages CommonSkills Athletics +17, Bluff +14, Endurance +14, Intimidate +14Str 22 (+12) Dex 12 (+7) Wis 15 (+8)Con 17 (+9) Int 13 (+7) Cha 16 (+9)Equipment chain armor, falchionLYCANTHROPE LORENature DC 16: Lycanthropy is hereditary, andlycanthropes mate with other lycanthropes to producelycanthropic offspring. Some lycanthropes canalso mate with humanoids, producing lycanthropicchildren. However, the blood is diluted in this way,and such children never change forms or insteadbecome shifters.Nature DC 21: Legend says that Melora createdlycanthropes, and they are affected by the full moonand silver because of a feud between Melora andSehanine. Lycanthropes are most active on nightswith a full moon. Silver, the moon metal, cuts them tothe quick.ENCOUNTER GROUPSAs shapechangers, lycanthropes can be found witha wide variety of creatures. But only those who cankeep up with the bestial fury of lycanthropes remainconnected to them for long.Level 6 Encounter (XP 1,200)• 2 half-ore hunters (level 5 skirmisher)• 1 human hexer (level 7 controller)• 2 wereboars (level 6 brute)Level 12 Encounter (XP 3,500)• 1 eladrin bladesinger (level 11 skirmisher)• 2 weretigers (level 11 elite skirmisher)• 1 will-o'-wisp (level 10 lurker)Level 13 Encounter (XP 4,250)• 1 werewolf pack lord (level 13 elite brute)• 3 werewolves (level 8 brute, MM 181)• 4 worgs (level 9 brute, MM 265)WEREWOLF LORD TACTICSThe impressive physique of a werewolf lord oftenleads foes to underestimate its cunning. A werewolflord guides the attacks of its group, inspiring its alliesto greater ferocity with its savage howl and its bloodmoon aura.Greater Moon Frenzy Level 1 3 Disease Endurance improve DC 23, maintain DC 18, worsen DC 17 or lowerThe • Initial Effect: Thetarget is target takes a -2cured. penalty to Will.While bloodied, the target must make a saving throw Q Final State: The target attacksat the end of each turn. If the saving throw fails, thetarget makes a melee attack on its next turn against arandom target within 5 squares of it. If no targets arethe nearest creature in its lineof sight. If it cannot see anyother creatures, it does nothingwithin 5 squares, the target does nothing but move in arandomly chosen direction.but move in a randomly chosendirection.

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