Peter Stumpp the “Werewolf of Bedburg”
“Unmasking the Terrifying Truth: Meet the Accursed Werewolf Peter Stumpp!”
- Alias: The Werewolf of Bedburg
- Gender: Male
- Race: Human
- Occupation: Farmer and accused serial killer
- Religion: Believed to be pagan or involved in occult practices
- Allies: None noted, as he was accused and executed for heinous crimes.
- Enemies: The local authorities and community who sought to bring him to justice.
- Abode/Base of operations: Bedburg, a village in Germany.
- Nationality: German
- Languages: German
- Alignment: Neutral Evil
- Affiliation(s): Allegedly part of a group of devil-worshippers, according to the accusations.
- Significant others: Notable for his alleged incestuous relationship with his daughter and involvement in occult practices.
Peter Stumpp, a man shrouded in darkness, is a figure of grim notoriety in the annals of history. As a character plagued by his own fears and desires, he is driven by a haunting need that leads him down a path of gruesome deeds.
In the shadowed realms of folklore, he becomes a symbol of terror, a man who harbors an ominous secret and seeks to fulfill his darkest desires, sparing no one in his relentless pursuit.
Peter Stumpp (Werewolf Form)
Peter Stumpp (Human Form)
Peter Stumpp (Werewolf Form)
Medium humanoid (human), neutral evil
Armor Class 14 (natural armor) Hit Points 110 (13d8 + 52) Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 14 (+2) | 18 (+4) | 12 (+1) | 16 (+3) | 12 (+1) |
Skills Perception +6, Survival +6 Senses darkvision 60 ft., passive Perception 16 Languages Common
Challenge 7 (2,900 XP)
Keen Smell. Peter Stumpp has advantage on Wisdom (Perception) checks that rely on smell.
Shapechanger. Peter Stumpp can use his action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into his true humanoid form. His statistics are the same in each form, except for his speed (40 ft. in wolf or hybrid form).
Pack Tactics. Peter Stumpp has advantage on an attack roll against a creature if at least one of his allies is within 5 feet of the creature and the ally isn’t incapacitated.
Actions
Multiattack (Humanoid or Hybrid Form). In his humanoid or hybrid form, Peter Stumpp makes two attacks: one with his bite and one with his claws.
- Bite (Humanoid or Hybrid Form). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 4) piercing damage. If the target is a humanoid, it must succeed on a DC 15 Constitution saving throw or be cursed with lycanthropy.
- Claws (Humanoid or Hybrid Form). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 4) slashing damage.
- Bite (Wolf Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 15 Constitution saving throw or be cursed with lycanthropy.
- Howl (Recharge 5-6). Peter Stumpp emits a blood-curdling howl. Each creature of his choice within 60 feet of him that can hear him must make a DC 15 Wisdom saving throw or become frightened for 1 minute. A frightened 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 Peter Stumpp’s Howl for the next 24 hours.
Legendary Actions
Peter Stumpp 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. Peter Stumpp regains spent legendary actions at the start of his turn.
- Move. Peter Stumpp moves up to his speed without provoking opportunity attacks.
- Bite (Costs 2 Actions). Peter Stumpp makes a bite attack.
- Frightening Presence (Costs 3 Actions). Peter Stumpp uses his Howl ability.
Equipment
Peter Stumpp doesn’t carry traditional equipment but may have possessions associated with his gruesome reputation.
Suggested Magic Item: Amulet of Lycanthropy Control. Allows the wearer to control their lycanthropic transformations.
Peter Stumpp (Human Form)
Medium humanoid (human), neutral evil
Armor Class 14 (leather armor) Hit Points 82 (11d8 + 33) Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 14 (+2) | 16 (+3) | 12 (+1) | 14 (+2) | 12 (+1) |
Skills Deception +4, Perception +4, Survival +4 Senses darkvision 60 ft., passive Perception 14 Languages Common
Challenge 6 (2,300 XP)
Keen Smell. Peter Stumpp has advantage on Wisdom (Perception) checks that rely on smell.
Actions
Multiattack. Peter Stumpp makes two melee attacks: one with his shortsword and one with his dagger.
- Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 3) piercing damage.
- Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 2) piercing damage.
- Howl (Recharge 5-6). Peter Stumpp emits a blood-curdling howl. Each creature of his choice within 30 feet of him that can hear him must make a DC 14 Wisdom saving throw or become frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Peter Stumpp’s Howl for the next 24 hours.
Currently in the World
Peter Stumpp is described as a man of average height and build, with weathered and calloused hands from his work as a farmer. His unkempt, matted hair falls to his shoulders, a wild and tangled mane that adds to his eerie appearance. Stumpp’s eyes, sunken and shadowed, are said to hold a sinister glint, instilling fear in those who meet his gaze.
Clothed in tattered and filthy rags, Stumpp’s attire reflects his rough and impoverished life. Dark, earthy tones dominate his clothing, with patches of mud and dirt clinging to the fabric. His fingernails, long and blackened, hint at a life of neglect and hardship.
At the time of his arrest and trial, Peter Stumpp would have found himself in a grim and foreboding setting. Likely confined within a dimly lit cell or makeshift prison, the atmosphere would have been oppressive and filled with the weight of impending judgment. Stumpp’s mood would have been one of desperation and fear, knowing the severity of the accusations against him and the gruesome fate that awaited if found guilty.
In his werewolf form, Peter Stumpp undergoes a terrifying transformation that reflects his cursed nature. His once-human body now takes on monstrous features, with dark, matted fur covering his entire form. His fur is a deep, ashen gray, almost black, making him blend seamlessly into the shadows of the night.
Standing at an imposing height of around 7 feet, Peter’s body is heavily muscled and hunched over in a predatory stance. His arms are elongated, ending in sharp, clawed hands that can easily tear through flesh and bone. His legs are powerful, ending in large, bestial paws armed with razor-sharp claws.
In his werewolf form, Peter Stumpp’s face is a grotesque fusion of wolf and man, with a snarling, elongated snout filled with rows of sharp teeth. His eyes burn with an unnatural, malevolent crimson glow, and his ears are pointed, twitching at the slightest sound. Strands of coarse, grizzled hair frame his lupine visage.
Cloaked in darkness, Peter Stumpp’s werewolf form moves with eerie grace and stealth. His senses are heightened, and he is often found prowling through moonlit forests or lurking in the shadows of rural villages, driven by a relentless hunger for human flesh. His mood in this form is one of primal bloodlust and savagery, as he seeks to satisfy his insatiable appetite and perpetuate his curse.