Werewolves (DND)

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Werewolves

These savage predators are the most common and notorious


of all lycanthropes. By day, they are aggressive and hot-
tempered humanoids with a penchant for rare meat and an
affinity for canines. When their tranformation takes place, Some humanoids embrace this hatred and actively seek to
they either turn into large, bloodthirsty wolves or terrifying tear down civilization even when in their humanoid form.
wolf-human hybrids, with lupine heads and fur on a vaguely Others fight against it, trying to maintain their guise of civility,
bipedal humanoid body complete with long arms and which only serves to fuel the fury of the wolf within. Others
slashing claws. Though their paw-hands in this form are find a way to make peace with their inner beast, and while
capable of manipulating objects and wielding weapons, still savage at heart, they are able to channel their ferocity in
werewolves much prefer slashing apart their prey with their a way that minimizes harm to other innocent sentient
iron-hard claws. creatures.
Their lycanthropic resilience also makes them almost Pack Hunters and Lone Wolves. The wolf's tendency to
impossible to kill. Outside of silvered weapons, the only run in packs carries over to werewolves, who often form
known means of reliably slaying werewolves is through the hunting groups in the wild to better catch particularly
use of powerful soundwaves which damage their sensitive dangerous or evasive prey. These werewolf packs utilize
lupine hearing. many of the same techniques as wolves: silently stalking prey,
Ravagers of Civilization. Most who contract werewolf launching ambushes designed to frighten their victims into
lycanthropy withdraw from civilization. Even those who fleeing, and isolating targets for coordinated takedowns.
embrace their curse and care nothing for the harm they These hunts are usually led by a powerful pack leader who
cause know they can't maintain their guise among other picks out the target and coordinates the werewolves' attacks
humanoids for long because, when a werewolf's against that victim, ensuring a bloody kill.
transformation occurs, it becomes the anathema of all things Other werewolves live a more solitary life, shunning the
civilized. The veneer of principles and rationality melt away, company of their kind. This might be done out of rejection of
and primal instincts take over. The overriding emotion their curse, because they don't wish to share their kills, or
werewolves often feel is rage towards the civilized society because they work with other non-lupine creatures. Though
that keeps them chained beneath the surface for the majority this isolation helps lone werewolves become more dangerous
of their life. As such, werewolves often prioritize hunting in isolation than those accustomed to working with a pack,
other humanoids as a way of exacting their vengeance on the they lack the ability to utilize the pack tactics of their more
shackles of civilization. sociable kin.
1
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Werewolf Loner Trip (1/turn). The werewolf can force a creature it hit
with a bite or claw attack to make a DC 13 Strength
Medium humanoid (human, shapechanger), chaotic
neutral saving throw. On a failure, it is knocked prone.

Actions
Armor Class 14 (natural armor) Multiattack. The werewolf makes two attacks, only one
Hit Points 71 (11d8 + 22)
of which can be a bite attack.
Speed 30 ft. (40 ft. in wolf form)
Bite (Wolf or Hybrid Form Only). Melee Weapon Attack:
+5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3)
STR DEX CON INT WIS CHA piercing damage. If the target is a humanoid, it must
16 (+3) 16 (+3) 14 (+2) 10 (+0) 14 (+2) 10 (+0) succeed on a DC 12 Constitution saving throw or be
cursed with werewolf lycanthropy.
Skills Athletics +5, Perception +6, Stealth +5 Claws. (Hybrid Form Only). Melee Weapon Attack: +5 to
Senses darkvision 60 ft., passive Perception 16 hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) slashing
Languages Common (can't speak in wolf form) damage.
Challenge 3 (700 XP)           Proficiency Bonus +2
Spear (Humanoid Form Only). Melee or Ranged Weapon
Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one
Keen Hearing and Smell. The werewolf has advantage on creature. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 +
Wisdom (Perception) checks that rely on hearing or 3) piercing damage if used with two hands to make a
smell. melee attack.
Regeneration. The werewolf regains 10 hit points at the
start of its turn. If the werewolf takes thunder damage
Bonus Actions
or damage from a silvered weapon, this trait doesn't Shapechanger. The werewolf polymorphs into wolf-
function at the start of the werewolf's next turn. The humanoid hybrid or into a wolf, or back into its true
werewolf dies only if it starts its turn with 0 hit points form, which is humanoid. Its statistics are the same in
and doesn't regenerate. each form. Any equipment it is wearing or carrying isn't
transformed. It reverts to its true form if it dies.

2
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Werewolf Packmate Trip (1/turn). The werewolf can force a creature it hit
with a bite or claw attack to make a DC 12 Strength
Medium humanoid (human, shapechanger), chaotic
saving throw. On a failure, it is knocked prone.
neutral
Actions
Armor Class 13 (natural armor)
Multiattack. The werewolf makes two attacks, only one
Hit Points 71 (11d8 + 22) of which can be a bite attack.
Speed 30 ft. (40 ft. in wolf form)
Bite (Wolf or Hybrid Form Only). Melee Weapon Attack:
+4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2)
STR DEX CON INT WIS CHA piercing damage. If the target is a humanoid, it must
15 (+2) 15 (+2) 14 (+2) 10 (+0) 14 (+2) 10 (+0) succeed on a DC 12 Constitution saving throw or be
cursed with werewolf lycanthropy.
Skills Athletics +4, Perception +6, Stealth +4 Claws. (Hybrid Form Only). Melee Weapon Attack: +4 to
Senses darkvision 60 ft., passive Perception 16 hit, reach 5 ft., one creature. Hit: 7 (2d4 + 2) slashing
Languages Common (can't speak in wolf form) damage.
Challenge 3 (1,100 XP)         Proficiency Bonus +2
Spear (Humanoid Form Only). Melee or Ranged Weapon
Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one
Keen Hearing and Smell. The werewolf has advantage on creature. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 +
Wisdom (Perception) checks that rely on hearing or 2) piercing damage if used with two hands to make a
smell. melee attack.
Pack Tactics. The werewolf has advantage on an attack
roll against a creature if at least one of the werewolf's Bonus Actions
allies is within 5 ft. of the creature and the ally isn't Shapechanger. The werewolf polymorphs into wolf-
incapacitated. humanoid hybrid or into a wolf, or back into its true
form, which is humanoid. Its statistics are the same in
Regeneration. The werewolf regains 10 hit points at the
each form. Any equipment it is wearing or carrying isn't
start of its turn. If the werewolf takes thunder damage
transformed. It reverts to its true form if it dies.
or damage from a silvered weapon, this trait doesn't
function at the start of the werewolf's next turn. The
werewolf dies only if it starts its turn with 0 hit points
and doesn't regenerate.
3
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Werewolf Moon Mystics
All werewolves feel a primal connection to the moon and the
urge to unleash their bestial impulses follows its phases.
Some introspective werewolves study and meditate upon this
connection, plumbing the depths of their primal psyche and
how it intertwines with the moon's phases. This path not only
helps these werewolves to better temper and regulate their
reckless bloodthirst, but allows them to channel lunar power
through their body.
These werewolves come to be known as moon mystics, and
they are known for the serene grace with which they take on
their lupine aspect and are even better known for their ability
to dispatch foes with magical blasts of moonlight. The
restraint moon mystics are capable of allows them to avoid
diving right into the fray and target dangerous foes from a
distance with their lunar bolts and burning moonbeams.
The ascetic nature of these werewolves means they rarely
participate in hunts with others of their kind and often live as
contemplative hermits. However, when moon mystics do join
or interact with werewolf packs, they often serve as spiritual
leaders. Some mystics temper the aggression of their kin, but
others will warp the social dynamic of their pack, giving it a
cult-like dynamic as they lead disturbing rituals designed to
pursue inscrutable goals.

Werewolf Moon Mystic Bite (Wolf or Hybrid Form Only). Melee Weapon Attack:
+6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3)
Medium humanoid (human, shapechanger), neutral
piercing damage plus 9 (2d8) radiant damage. If the
target is a humanoid, it must succeed on a DC 14
Armor Class 14 (natural armor) Constitution saving throw or be cursed with werewolf
Hit Points 120 (14d8 + 42) lycanthropy.
Speed 30 ft. (40 ft. in wolf form)
Claws. (Hybrid Form Only). Melee Weapon Attack: +6 to
hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) slashing
STR DEX CON INT WIS CHA damage plus 9 (2d8) radiant damage.
16 (+3) 16 (+3) 16 (+3) 12 (+1) 16 (+3) 10 (+0) Lunar Bolt. (3/Day) Ranged Spell attack: +6 to hit, range
120 ft., one creature. Hit: 14 (4d6) radiant damage and
moonlight illuminates the target until the end of the
Saving Throws Intelligence +4, Wisdom + 6
werewolf's next turn. While illuminated this way, the
Skills Athletics +6, Perception +9, Stealth +6, Nature +4
target sheds dim light in a 10-foot radius, any attack
Senses darkvision 60 ft., passive Perception 19
roll against an affected target has advantage if the
Languages Common (can't speak in wolf form)
attacker can see it, and the affected target can't benefit
Challenge 5 (1,800 XP)         Proficiency Bonus +3
from being invisible.
Mystical Hearing and Smell. The werewolf has advantage Searing Moonlight. (1/Day) A pale beam of moonlight
on Wisdom (Perception) checks that rely on hearing or appears and fills a 10-foot-radius, 60-foot-high cylinder
smell, and these senses count as a form of magical centered on a point within 120 of the werewolf. The
tracking. cylinder lasts as long as the werewolf maintains
concentration on it, up to a minute (as if concentrating
Pale Hex. Creatures standing in dim light have on a spell). The area of the cylinder is considered dimly
disadvantage on ranged attacks made against the lit. Any non-shapechanger that is caught in the area of
werewolf. the moonbeam when it first appears or that ends its
Regeneration. The werewolf regains 10 hit points at the turn within the moonbeam must make a DC 14
start of its turn. If the werewolf takes thunder damage Constitution saving throw. It takes 16 (3d10) radiant
or damage from a silvered weapon, this trait doesn't damage on a failed save, or half as much damage on a
function at the start of the werewolf's next turn. The successful one. While maintaining concentration on
werewolf dies only if it starts its turn with 0 hit points this ability, the werewolf can use its bonus action to
and doesn't regenerate. move the beam 30 feet in any direction.

Trip (1/turn). The werewolf can force a creature it hit Bonus Actions
with a bite or claw attack to make a DC 14 Strength
Shapechanger. The werewolf polymorphs into wolf-
saving throw. On a failure, it is knocked prone.
humanoid hybrid or into a wolf, or back into its true
Actions form, which is humanoid. Its statistics are the same in
each form. Any equipment it is wearing or carrying isn't
4 Multiattack. The werewolf makes two attacks, only one transformed. It reverts to its true form if it dies.
of which can be a bite attack.
Werewolf Pack Leader Actions
Medium humanoid (human, shapechanger), chaotic Multiattack. The werewolf makes two attacks, only one
neutral of which can be a bite attack.

Armor Class 14 (natural armor) Bite (Wolf or Hybrid Form Only). Melee Weapon Attack:
Hit Points 120 (16d8 + 48) +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3)
Speed 30 ft. (40 ft. in wolf form) piercing damage. If the target is a humanoid, it must
succeed on a DC 13 Constitution saving throw or be
cursed with werewolf lycanthropy.
STR DEX CON INT WIS CHA Claws. (Hybrid Form Only). Melee Weapon Attack: +6 to
16 (+3) 16 (+3) 16 (+3) 10 (+0) 16 (+3) 12 (+1) hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) slashing
damage.
Skills Athletics +6, Perception +9, Stealth +6 Spear (Humanoid Form Only). Melee or Ranged Weapon
Senses darkvision 60 ft., passive Perception 19 Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one
Languages Common (can't speak in wolf form) creature. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 +
Challenge 6 (2,300 XP)         Proficiency Bonus +3 3) piercing damage if used with two hands to make a
melee attack.
Dog Pile. Whenever the werewolf or another creature
within 5 ft of the werewolf hits a creature that is prone Bonus Actions
with an attack that would benefit from the Pack Tactics Shapechanger. The werewolf polymorphs into wolf-
feature, that attack deals an extra 7 (2d6) damage. humanoid hybrid or into a wolf, or back into its true
form, which is humanoid. Its statistics are the same in
Keen Hearing and Smell. The werewolf has advantage on
each form. Any equipment it is wearing or carrying isn't
Wisdom (Perception) checks that rely on hearing or
transformed. It reverts to its true form if it dies.
smell.
Pack Tactics. The werewolf has advantage on an attack Hunter's Howl (Recharges after a Short or Long Rest): The
roll against a creature if at least one of the werewolf's werewolf emits a howl that terrifies prey and rallies its
allies is within 5 ft. of the creature and the ally isn't pack. Each ally within 120 feet of it that can hear can
incapacitated. take the Dash as a bonus action until the end of its next
turn. Each other creature within 120 feet of the
Regeneration. The werewolf regains 10 hit points at the werewolf must then succeed on a DC 14 Wisdom
start of its turn. If the werewolf takes thunder damage saving throw or become frightened of it for 1 minute
or damage from a silvered weapon, this trait doesn't and must immediately use its reaction, if available, to
function at the start of the werewolf's next turn. The move as far as its speed allows away from the werewolf.
werewolf dies only if it starts its turn with 0 hit points The creature doesn’t move into obviously dangerous
and doesn't regenerate. ground, such as a fire or a pit. A creature can repeat the
Trip (1/turn). The werewolf can force a creature it hit saving throw at the end of each of its turns, ending the
with a bite or claw attack to make a DC 14 Strength effect on itself on a success. 5
saving throw. On a failure, it is knocked prone.
The players find a town that has just been ravaged by a
werewolf packleader. By the time the players find the
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werewolf, the mangled remains of the villagers jolt awake
as they violently transform into werewolves.
A regiment of soldiers thought lost to the wilds has
Werewolves in Your Adventures returned, cursed with lycanthropy. These renegade
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The following tables provide some adventure hooks for lupine soldiers, led by a sergeant packmaster, now make
incorporating werewolves into your adventures. Example their own agendas and carry out their own missions.
encounters with battle maps for the hooks written in bold can A young group of men notorious for their belligerent
be found in the Werewolves Creature Guide available to and out-of-control revelry are actually werewolves who
members of our Patreon. 7 enjoy partying one night and then spending the next
hunting any who caught their fancy or got on their bad
Werewolf Adventures side the previous night.
d8 Plot Hook
While traveling along a path through deep wilderness,
The players are traveling on a trade wagon with a the players find a rustic inn run by a welcoming family.
merchant offering them a ride. As the sun sets, the 8
1 When night falls, the family transforms into werewolves
merchant begins acting strangely and stops the wagon and devours their guests.
just before transforming into a werewolf.
A lycanthropic serial killer stalks the dark streets of a Art Credit
2 major metropolis, hunting for lone victims whose
hearts he rips out and devours. Savage Packmate - Mila Pesic, Wizards of the Coast
Stalking Predator - Lie Setiawan, Wizards of the Coast
A moon mystic asks for the players’ aid in stopping a One of the Pack - Craig J Spearing, Wizards of the Coast
3 young pack of werewolves mindlessly slaughtering all Wolfir Silverheart - Raymond Swanland, Wizards of the
life in their path. Coast
A deranged moon mystic leads a werewolf cult intent on Village Reavers - Nestor Ossandon Leal, Wizards of the
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spreading a maddening form of lycanthropy. Coast
Ravager of the Fells - Magali Villeneuve, Wizards of the
Coast

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This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Changelog
1.0.0
Public release
1.0.1
Change names of werewolves to Werewolf Loner and
Werewolf Packmate
1.1.0
Fix save DCs for Moon Mystic and Pack Leader

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.

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