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Lycanthrope, Werewolf

Werewolf
AI Generated Artwork – NightCafe Creator

This muscular creature has a man’s body but the snarling head and fur coat of a wolf.

In their humanoid form, werewolves look like normal people, though some tend to look a bit feral and have wild hair. Eyebrows that grow together, index fingers longer than the middle fingers, and strange birthmarks on the palm of the hand are all commonly accepted indications that a person is in fact a werewolf. Of course, such telltale signs are not always accurate, for such physical traits exist in normal people as well, but in areas where werewolves are a common problem, the traits can be damning regardless.

Of all the various types of lycanthropes, it is the werewolf that is the most widespread and the most feared. Stories of werewolves haunting lonely forest roads, prowling misty moors on the outskirts of rural societies, or dwelling in the shadows of the largest cities are widespread as well. In most societies, werewolves are feared and despised—and with good reason, as the typical werewolf personifies all that is savage and bestial in a lycanthrope. This isn’t to say that good-aligned werewolves are unknown, but they’re certainly a minority among their kind, and most werewolves are evil murderers who delight in the hunt and the succulent taste of raw meat.

Just as wolves are pack animals, werewolves have been known to gather in colonies and live among their own kind, humanoid by day and beast at night. Visitors to werewolf villages are generally rushed out of town before nightfall so as not to discover the citizenry’s dark secret—unless, of course, the pack decides that the unlucky visitor won’t be missed by friends back home.


Alpha Werewolf

Alpha Werewolf
Alpha Werewolf – AI Generated Artwork – NightCafe Creator

Medium humanoid (human, shapechanger), chaotic evil

Armor Class 12 in humanoid form or 15 (natural armor) in hybrid or wolf form
Hit Points 180 (24d8 + 72)
Speed 30 ft. (40 ft. in wolf form)

STRDEXCONINTWISCHA
17 (+3)14 (+2)16 (+3)11 (+0)14 (+2)10 (+0)

Skills Perception +12, Stealth +7
Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
Senses passive Perception 22
Languages Common, plus up to one other language (can’t speak in wolf form)
Challenge 13 (10,000 XP)

Special Traits

  • Shapechanger. The creature can use its action to polymorph into a wolf-humanoid hybrid, or into a wolf, or back into its true form, which is humanoid. Its statistics, other than its armor class, 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 werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
  • Legendary Resistance (2/Day). If the werewolf fails a saving throw, it can choose to succeed instead.
  • Pack Leader. The alpha werewolf has advantage on an attack roll against a creature if at least one of the werewolf ‘s allies is within 5 feet of the creature and the ally isn’t incapacitated. Likewise, each of the alpha werewolf ‘s allies has advantage on an attack roll against a creature if the alpha werewolf is within 5 feet of the creature and isn’t incapacitated.

Actions

  • Multiattack (Humanoid or Hybrid Form Only). The werewolf makes four attacks: one with its bite, and three with its claws or longsword.
  • Bite (Hybrid or Wolf Form Only)Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage. If the target is a humanoid, it must succeed on a DC 16 Constitution saving throw, or be cursed with werewolf lycanthropy.
  • Claws (Hybrid Form Only)Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage.
  • Longsword (Humanoid Form Only)Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage, if wielded in two hands.

Legendary Actions

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

  • Slash. The werewolf makes one attack with its claws or longsword.
  • Transform. The werewolf uses its Shapechanger ability.
  • Pack Maneuver (Costs 2 Actions). The alpha werewolf, or an ally within 30 feet that can see and hear it, moves up to half its speed without provoking opportunity attacks.

Section 15: Copyright Notice

Ultimate Bestiary: The Dreaded Accursed, Copyright 2020, Chris Haskins, Nord Games LLC.

Werewolf Mauler

Werewolf Mauler
Werewolf Mauler – AI Generated Artwork – NightCafe Creator

Family: Lycanthropes

Medium humanoid (human, shapechanger), chaotic evil

Armor Class 12 in humanoid form or 13 (natural armor) in hybrid or wolf form
Hit Points 65 (10d8 + 20)
Speed 30 ft. (40 ft. in wolf form)

STRDEXCONINTWISCHA
16 (+3)14 (+2)15 (+2)9 (-1)13 (+1)10 (+0)

Skills Perception +5, Stealth +4
Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
Senses passive Perception 15
Languages Common, plus up to one other language (can’t speak in wolf form)
Challenge 4 (1,100 XP)

Special Traits

  • Shapechanger. The creature can use its action to polymorph into a wolf-humanoid hybrid, or into a wolf, or back into its true form, which is humanoid. Its statistics, other than its armor class, 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.
  • Flying Pounce (Hybrid Form Only). If the creature leaps at least 15 feet directly towards a creature, and then hits it with a claw attack, the target takes an additional 9 (2d8) damage and must succeed on a DC 13 Strength saving throw, or be knocked prone.
  • Keen Hearing and Smell. The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
  • Standing Leap (Hybrid or Wolf Form Only). The werewolf’s long jump is up to 30 feet, and its high jump is up to 15 feet, with or without a running start.

Actions

  • Multiattack (Humanoid or Hybrid Form Only). The werewolf makes three attacks: one with its bite, and two with its claws or unarmed strike.
  • Bite (Hybrid or Wolf Form Only)Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw, or be cursed with werewolf lycanthropy.
  • Claws (Hybrid Form Only)Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage.
  • Unarmed Strike (Humanoid Form Only)Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.

Section 15: Copyright Notice

Ultimate Bestiary: The Dreaded Accursed, Copyright 2020, Chris Haskins, Nord Games LLC.

Werewolf Lord

Werewolf Lord
Werewolf Lord – AI Generated Artwork – NightCafe Creator

Family: Lycanthropes

Medium humanoid (canine, human, shapechanger), chaotic evil

Armor Class 17 (natural armor)
Hit points 90 (12d10 + 24)
Speed 30 ft. (40 ft. in wolf form)

STRDEXCONINTWISCHA
18 (+4)14 (+2)14 (+2)10 (+0)12 (+1)16 (+3)

Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
Skills Intimidation +6, Perception +4, Stealth +5, Survival +4
Senses passive Perception 14
Languages Common (can’t speak in wolf form)
Challenge 7 (2,900 XP)

Special Traits

  • Keen Hearing and Smell. The creature has advantage on Wisdom (Perception) checks that rely on hearing or smell. Pack Tactics. The werewolf lord has advantage on an attack roll against a creature if at least one of the werewolf lord’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Shapechanger. The werewolf lord can use its action to polymorph into a wolf-humanoid hybrid or into a dire wolf, or back into its true form, which is Medium-sized humanoid. Its statistics, other than its size and speed, 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

Actions

  • Multiattack (Humanoid or Hybrid Form Only). The werewolf lord makes two attacks: two with its longsword or longbow (humanoid form) or one with its bite and one with its claws (hybrid form).
  • Bite (Wolf or Hybrid Form Only)Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with werewolf lycanthropy.
  • Claws (Hybrid Form Only)Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) slashing damage.
  • Longsword (Humanoid Form Only)Ranged Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands to make a melee attack.
  • Longbow (Humanoid Form Only)Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
  • Leadership (Recharges after a Short or Long Rest). For 1 minute, the werewolf lord can bark a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it is a member of the werewolf lord’s pack. A creature can benefit from only one Leadership die at a time. This effect ends if the werewolf lord is incapacitated.

About

This werewolf looks bigger and tougher than its fellows.

Stronger, hardier, and more deadly than its lesser fellows, the werewolf lord is a murderous beast that delights in wreaking havoc. Werewolf lords are the alphas of any pack, dominating smaller werewolves through threats and violence. They are capable fighters in their human form, and their aggressive nature carries over in whatever shape they take.

Section 15: Copyright Notice

5E RPG: Gothic Adventures. Copyright 2021, Mal and Tal Enterprises, LLC; Author Michael Tresca.

Werewolf (Human Form) CR 2

Werewolf, Shapeshifter based on various legends of lycanthropes, werecats, and other such beings. In addition to the werewolf, in Dungeons & Dragons, weretigers, wereboars, werebears and other shapeshifting creatures similar to werewolves and related beings are considered lycanthropes, although in the real world, "lycanthrope" refers to a wolf-human combination exclusively. Date 18 September 2017
Shapeshifter based on various legends of lycanthropes, werecats, and other such beings. In addition to the werewolf, in Dungeons & Dragons, weretigers, wereboars, werebears and other shapeshifting creatures similar to werewolves and related beings are considered lycanthropes, although in the real world, “lycanthrope” refers to a wolf-human combination exclusively. Date 18 September 2017

XP 600
Human natural werewolf fighter 2
CE Medium humanoid (human, shapechanger)
Init +5; Senses low-light vision, scent; Perception +4

DEFENSE

AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
hp 19 (2d10+4)
Fort +5, Ref +1, Will +2 (+3 vs. fear)
Defensive Abilities bravery +1

OFFENSE

Speed 30 ft. (20 ft. in armor)
Melee longsword +5 (1d8+4/19–20)
Ranged light crossbow +3 (1d8/19–20)

STATISTICS

Str 17, Dex 13, Con 14, Int 8, Wis 14, Cha 8
Base Atk +2; CMB +5; CMD 16
Feats Cleave, Combat Reflexes, Improved Initiative, Power Attack
Skills Climb +3, Intimidate +4, Perception +4
Languages Common
SQ change shape (human, hybrid, and wolf; polymorph), lycanthropic empathy (wolves and dire wolves)

Werewolf (Hybrid Form) CR 2

XP 600
Human natural werewolf fighter 2
CE Medium humanoid (human, shapechanger)
Init +5; Senses low-light vision, scent; Perception +4

DEFENSE

AC 22, touch 12, flat-footed 20 (+6 armor, +2 Dex, +4 natural)
hp 21 (2d10+6)
Fort +6, Ref +2, Will +2 (+3 vs. fear)
Defensive Abilities bravery +1; DR 10/silver

OFFENSE

Speed 30 ft. (20 ft. in armor)
Melee longsword +6 (1d8+6/19–20), bite +1 (1d6+1 plus trip and curse of lycanthropy)
Ranged light crossbow +4 (1d8/19–20)

STATISTICS

Str 19, Dex 15, Con 17,Int 8, Wis 14, Cha 8
Base Atk +2; CMB +6; CMD 18
Feats Cleave, Combat Reflexes, Improved Initiative, Power Attack
Skills Climb +4, Intimidate +4, Perception +4
Languages Common
SQ change shape (human, hybrid, and wolf; polymorph), lycanthropic empathy (wolves and dire wolves)

SPECIAL ABILITIES

Bravery (Ex)

As the sample werewolf is a 2nd level fighter, it gains a +1 bonus on Will saves against fear.

Change Shape (Su)

All lycanthropes have three forms—a humanoid form, an animal form, and a hybrid form. Equipment does not meld with the new form between humanoid and hybrid form, but does between those forms and animal form. A natural lycanthrope can shift to any of its three alternate forms as a move-equivalent action. An afflicted lycanthrope can assume animal or hybrid form as a full-round action by making a DC 15 Constitution check, or humanoid form as a full-round action by making a DC 20 Constitution check.

On nights when the full moon is visible, an afflicted lycanthrope gains a +5 morale bonus to Constitution checks made to assume animal or hybrid form, but a –5 penalty to Constitution checks made to assume humanoid form. An afflicted lycanthrope reverts to its humanoid form automatically with the next sunrise, or after 8 hours of rest, whichever comes first. A slain lycanthrope reverts to its humanoid form, although it remains dead.

Lycanthropic Empathy (Ex)

In any form, natural lycanthropes can communicate and empathize with animals related to their animal form. They can use Diplomacy to alter such an animal’s attitude, and when so doing gain a +4 racial bonus on the check. Afflicted lycanthropes only gain this ability in animal or hybrid form.

Curse of Lycanthropy (Su)

Werewolf, by Lucas Cranach der Ältere, 1512
Werewolf, by Lucas Cranach der Ältere, 1512

A natural lycanthrope’s bite attack in animal or hybrid form infects a humanoid target with the lycanthropy curse (Fortitude DC 15 negates). If the victim’s size is not within one size category of the lycanthrope, this ability has no effect.

Lycanthropy

Type curse, injury; Save Fortitude DC 15 negates, Will DC 15 to avoid effects

Onset the next full moon; Frequency on the night of every full moon or whenever the target is injured.

Effect target transforms into a wolf under the GM’s control until the next morning

When a PC becomes a lycanthrope, you as the GM have a choice to make. In most cases, you should take control of the PC’s actions whenever he is in hybrid or animal form—lycanthropy shouldn’t be a method to increase a PC’s power, after all, and what an afflicted lycanthrope does while in animal or hybrid form is often at odds with what the character would actually want. If a player wants to play a lycanthrope, he should play a natural lycanthrope and follow the guidelines for playing a character of a powerful race.

Trip (Ex)

A werewolf in hybrid form can attempt to trip its opponent as a free action without provoking an attack of opportunity if it hits with its bite attack. If the attempt fails, the werewolf is not tripped in return.

ECOLOGY

More About Werewolves

Environment any land
Organization solitary, pair, or pack (3–6)
Treasure NPC gear (chainmail, longsword, light crossbow with 20 bolts, other treasure)

Werewolves are hunters and scavengers. They usually live in packs, as loners tend to run wild or slip up without a pack to support and protect them, and thus get themselves killed by authorities or adventurers relatively quickly. When a number of werewolf packs exist in an area, the strongest leader among the packs generally asserts authority as a pack lord, and all werewolves in the area defer to her or risk her wrath, often creating a stable situation—at least until her strength falters.

Most of the few werewolf adventurers constantly fight a losing battle against their own impulses, hoping to find a cure or a method of staving off the beast within over the course of their travels. A rare few werewolves cling more steadily to their humanity, and use their dread powers to advance external goals, rather than merely battling the monster inside themselves.

Source Pathfinder Player Companion: Blood of the Moon

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