Vargr: Shared Legendary Actions

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Vargr

Heart of the Pack


Natural Lycanthropes. Vargr are pureblooded werewolves, A vargr alpha is a natural pack leader. Its presence
born under a blood moon or from the union of two galvanizes and coordinates a werewolf pack far
werewolves. As such, they are natural lycanthropes and are beyond what any regular pack alpha would. Under
one with their curse. In time they grow in strength and power the alpha’s command, a werewolf pack is a
far beyond that of a regular werewolf. They can shapeshift formidable adversary, fighting and hunting as one:
effortlessly between their various forms and are far larger
than any other werewolf under their wolf and hybrid form. Shared Legendary Actions
This is reflected in their humanoid form as well, as they are Werewolves that are within 120 feet of a vargr
much taller than any common member of their race. If alpha can collectively take 3 legendary actions,
necessary, vargr can pass for humanoids for a short amount choosing from the options below. Only one
of time, but most hate doing so. Their violent and dominant legendary action option can be used at a time, and
nature is rarely contained for long, and the disdain for their only at the end of another creature's turn.
fangless and clawless shape quickly becomes apparent to all. Werewolves regain spent legendary actions at the
start of the vargr alpha's turn.
Silent Hunter, Furious Killer. Just like wolves vargr are
patient and silent hunters, stalking their prey and looking for Fast Change. A werewolf of the pack polymorph
the weakest member of a group to ambush. Vargr favor night into its hybrid or wolf form.
hunt, following their quarry silently for hours under the cover Rush Attack. A werewolf of the pack moves up to
of darkness, maneuvering all into advantageous positions its speed, then makes a bite attack.
before striking all at once. If the attack looks unsuccessful at Pack Unity (Costs 2 Actions). Each werewolf's within
120 feet of a vargr alpha can't be charmed or
first, they will retreat, regenerate their wounds and resume frightened until the end of the vargr alpha's next
the stalk. This harassment continues and repeat throughout turn.
the night, leaving no time for the prey to rest and recover. Call the Pack (Cost 3 Actions). The werewolves howl
Finally, shortly before dawn, they launch a furious final in unisson to call 1d6 wolves or 1 dire wolf. The
assault on the exhausted prey. called creatures arrive in 1d4 rounds, acting as
allies of the pack. The beasts remain for 1 hour,
Cursed Bond. The most powerful vargr become pack alphas, or until a werewolf of the pack dismisses them
often by beating other contenders into submission. These as a bonus action.
vargr exude power and leadership, uniting the pack to a
supernatural degree. Under a vargr bond, a werewolf finds a
true sense of belonging, as its curse entwines with each
member of the pack. It will more readily accept its curse and
leave its old life behind, as the bond supersede any sense of
loyalty and community that it felt before. The death of a pack
member will always call for bloody revenge and retaliation.
Those that have felt the cursed bond will forever be in its
thrall, even if freed from their lycanthropy, they will feel its
beckoning in their heart and it is not rare for them to seek out
the curse once more.

Art by Marina Krivenko


Vargr Vargr Alpha
Medium humanoid (human, shapechanger), chaotic Medium humanoid (human, shapechanger), chaotic
evil evil

Armor Class 12 in humanoid form, 15 (natural armor) Armor Class 12 in humanoid form, 17 (natural armor)
in dire wolf or hybrid form in dire wolf or hybrid form
Hit Points 78 (12d8 + 24) Hit Points 127 (17d8 + 51)
Speed 30 ft. (50 ft. in dire wolf form) Speed 30 ft. (50 ft. in dire wolf form)

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 14 (+2) 10 (+0) 14 (+2) 10 (+0) 21 (+5) 14 (+2) 17 (+3) 10 (+0) 14 (+2) 14 (+2)

Skills Perception +8, Stealth +8 Skills Perception +8, Stealth +8


Damage Immunities bludgeoning, piercing, and Damage Immunities bludgeoning, piercing, and
slashing damage from nonmagical weapons that slashing damage from nonmagical weapons that
aren't silvered. aren't silvered.
Senses darkvision 60 ft, passive perception 18 Senses darkvision 60 ft, passive perception 18
Languages Common (can't speak in dire wolf form) Languages Common (can't speak in dire wolf form)
Challenge 5 (1,800 XP) Challenge 8 (3,900 XP)

Shapechanger. As a bonus action, The vargr can Shapechanger. As a bonus action, The vargr can
polymorph into a Large wolf-humanoid hybrid or into polymorph into a Large wolf-humanoid hybrid or into
a dire wolf, or back into its true form, which is a dire wolf, or back into its true form, which is
humanoid. Its statistics, other than its AC and size, humanoid. Its statistics, other than its AC and size,
are the same in each form. Any equipment it is are the same in each form. Any equipment it is
wearing or carrying isn't transformed. It reverts to its wearing or carrying isn't transformed. It reverts to its
true form if it dies. true form if it dies.
Keen Hearing and Smell. The vargr has advantage on Cursed Bond. Each creature cursed with werewolf
Wisdom (Perception) checks that rely on hearing or lycanthropy that starts its turn within 10 feet of the
smell. vargr must succeed on a DC 16 Wisdom saving
Regeneration. The vargr regains 5 hit points at the throw or be charmed by the vargr until the start of
start of its turn if it has at least 1 hit point. If the the creature's next turn.
vargr takes damage from a silvered weapon, this trait Heart of the Pack. The vargr's allies have advantage on
doesn't function at the start of the vargr's next turn. melee attack rolls against any hostile creature within
5 feet of the vargr.
Actions Keen Hearing and Smell. The vargr has advantage on
Multiattack (Humanoid or Hybrid Form Only). The Wisdom (Perception) checks that rely on hearing or
vargr makes three attacks: one with its bite and two smell.
with its claws.
Regeneration. The vargr regains 10 hit points at the
Bite (Dire Wolf or Hybrid Form Only). Melee Weapon start of its turn if it has at least 1 hit point. If the
Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 vargr takes damage from a silvered weapon, this trait
+ 4) piercing damage. If the target is a humanoid, it doesn't function at the start of the vargr's next turn.
must succeed on a DC 13 Constitution saving throw
or be cursed with werewolf lycanthropy. Actions
Claws (Hybrid Form Only). Melee Weapon Attack: +7 Multiattack (Humanoid or Hybrid Form Only). The
to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) vargr makes three attacks: one with its bite and two
slashing damage. with its claws.
Bite (Dire Wolf or Hybrid Form Only). Melee Weapon
Reactions Attack: +8 to hit, reach 5 ft., one target. Hit: 16
Harrier (Dire Wolf or Hybrid Form Only). In response (2d10 + 5) piercing damage. If the target is a
to a visible enemy moving out of its reach, the vargr humanoid, it must succeed on a DC 15 Constitution
can make one melee weapon attack with advantage saving throw or be cursed with werewolf lycanthropy.
against the moving creature. If the attack hits, the
Claws (Hybrid Form Only). Melee Weapon Attack: +8
target's speed becomes 0 until the end of its turn.
to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5)
slashing damage.

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