Fzeg

Medium monstrosity, Chaotic Evil

Armor Class

16 (natural armor)

Hit Points

153 (18d8 + 72)

Speed

walk 40 ft.

Saves

dex +9, wis +7

Skills

perception +7, stealth +9

Damage Resistances

Necrotic, bludgeoning, Piercing or Slashing damage from nonmagical attacks

Senses

darkvision 120 ft.

Languages

any four languages

Challenge

16

Proficiency Bonus

+5

Keen Hearing and Smell

The fzeg has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Legendary Resistance (3/Day)

If the fzeg fails a saving throw, it can choose to succeed instead.

Rampage

When the fzeg reduces a creature to 0 hit points with a melee attack on its turn, the fzeg can take a bonus action to move up to half its speed and make a bite attack.

Regeneration

The fzeg regains 20 hit points at the start of its turn if it has at least 1 hit point. If the fzeg takes radiant damage, this trait doesn't function at the start of the fzeg's next turn.

Shapechanger

The fzeg can use its action to polymorph into a Small or Medium humanoid or back into its true form, that of a wolfhumanoid hybrid. It can transform its body parts as part of attacking with them and can choose whether the change remains after making the attack. Other than its size, its statistics are the same in each form. Any equipment it's wearing or carrying isn't transformed. It reverts to its true form if it dies.

Spider Climb

The fzeg can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Multiattack

The fzeg uses its howl, then attacks once with its bite and twice with its claws.

Bite

Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage plus 17 (5d6) necrotic damage and is stunned until the end of its next turn. A humanoid slain after being bitten rises the following night as a fzeglaich under the fzeg's control.

Claws

Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

Howl

Each creature of the fzeg's choice that is within 300 feet of the fzeg and able to hear it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the fzeg's Howl for the next 24 hours or until it is stunned by the fzeg.

Night Children (Recharges after a Short or Long Rest)

The fzeg magically calls eight wolves. These wolves arrive in 2 rounds, acting as allies of the fzeg and obeying its spoken commands. The beasts remain for 1 hour, until the fzeg dies, or until the fzeg dismisses them as a bonus action.

Legendary actions

Legendary Actions (3/Turn)

The fzeg can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The fzeg regains spent legendary actions at the start of its turn.

Move

The fzeg moves up to its speed without provoking opportunity attacks.

Claws

The fzeg attacks with its claws.

Incite

The fzeg chooses one creature that is of a lower Challenge, has a bite attack, and is within 60 feet of the fzeg. Provided the target can see or hear the fzeg, that creature can use its reaction to move up to half its speed and make a bite attack.

Bite (Costs 2 Actions)

The fzeg attacks with its bite.