The Werewolves of Poligny, (Pierre Burgot, Michel Verdun, And Philibert Montot)
“Meet the Werewolves of Poligny—three cursed killers who made a pact with the Devil to feast on human flesh under the full moon!”

NPC Biography: The Werewolves of Poligny
Michel Verdun, Pierre Burgot, and Philippe Gaulderon – The Devil’s Huntsmen
Summary Introduction
In the shadowed forests beyond the Jura Mountains, where the mists cling to the trees and children vanish in the night, the villagers whisper of the Werewolves of Poligny. These three men—once humble peasants—are no longer bound by the rules of man or nature. Cursed or chosen, depending on who tells the tale, they prowl the land under silver light, agents of an ancient pact forged in desperation and blood. Hunters. Monsters. Survivors.
Life Story & Backstory

Pierre Burgot was once a quiet shepherd, a devout man troubled more by harsh winters than any thoughts of sin. But when famine struck and wolves came for his flock, fear grew sharper than hunger. A mysterious black figure appeared at the edge of his firelight one evening—a man cloaked in darkness, offering protection, power, and a way out. All it would cost was a small ritual… and loyalty.
Pierre agreed. Soon after, he met Michel Verdun, a charismatic and brooding local healer with whispered ties to forbidden knowledge. Verdun introduced Burgot to the craft: potions, unguents, charms made from roots and bones. He taught him how to shift flesh into fur with a cursed salve and how to silence doubt with obedience to the Devil’s will. They were later joined by Philippe Gaulderon, a troubled soul driven by visions and dreams soaked in blood.
Together, the three men formed a pact deeper than brotherhood. They claimed their first kills in secret—wayward animals, then vagrants, then children. It wasn’t long before the disappearances became patterns and the rumors grew louder. The villagers spoke of beasts that walked like men. Hounds of Hell. Skinwalkers. The Devil’s pack.
Their downfall came not through violence, but through fear. Arrested under suspicion, their confessions—dragged from their lips by fire and steel—were horrific: tales of dark Sabbaths, flesh-eating feasts, and nighttime hunts through the woods as monstrous wolves. They described the salves, the rituals, and the voices in the wind. Whether the stories were true or the tortured ramblings of broken men, no one can say. But their legend survived the flames.
Personality & Character Traits
- Michel Verdun is the most intelligent and persuasive—cold, analytical, and fascinated by transformation. He believes the beast is liberation, a shedding of the hypocrisy of man.
- Pierre Burgot is tormented by guilt. He is melancholic, deeply superstitious, and sees himself as cursed, not evil. He fears damnation more than death.
- Philippe Gaulderon is erratic and fervent, a mystic who sees visions in fire and believes their actions are part of a divine—albeit infernal—plan. He is the most dangerous, for he believes their deeds are destined.
Motivations, Fears, and Desires
They are bound by the same need that drove them to the pact: survival—but now twisted by power and hunger. They seek purpose beyond mere subsistence, hoping to transcend humanity altogether and become more than cursed men—predators blessed by the abyss.
- They fear exposure, betrayal from within, and the crumbling of the bond that unites them.
- Pierre secretly prays for release—either in death or redemption.
- Michel wishes to perfect the transformation, to control the beast within absolutely.
- Philippe seeks to become a legend, a herald of a new age of darkness.
In the Game World
The Werewolves of Poligny could appear as legendary enemies, cursed NPCs needing salvation, or tragic antiheroes seeking refuge. They embody the tension between man and monster, and each has the potential to be redeemed—or to drag others down into the depths of their nightmare.
“We are not beasts because we kill. We are beasts because we remember—and still hunger.”
— Michel Verdun, to the inquisitor
Michel Verdun 5e
Pierre Burgot 5e
Philippe Gaulderon 5e
Michel Verdun

Medium Humanoid (Human, Shapechanger, Fiend-Touched), Chaotic Evil
CR: 8 (3,900 XP) | Proficiency Bonus: +3
Armor Class 17 (Natural Armor)
Hit Points 136 (16d8 + 64)
Speed 30 ft. (40 ft. in hybrid form)
Ability Scores
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 16 (+3) | 18 (+4) | 14 (+2) | 12 (+1) | 16 (+3) |
Saving Throws Con +7, Wis +4, Cha +6
Skills Deception +6, Insight +4, Arcana +5, Stealth +6, Survival +4
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks Not Made with Silvered Weapons
Damage Immunities Necrotic
Condition Immunities Charmed, Frightened
Senses Darkvision 60 ft., Passive Perception 11
Languages French, Infernal, Sylvan
Traits
Shapechanger (Recharge after Short or Long Rest)
As a bonus action, Michel can transform into a hybrid werewolf form or revert to his humanoid form. His statistics remain the same, except for movement and specific actions. Equipment is not transformed.
Infernal Pact (1/Day)
Michel casts Summon Aberration (Fiend variant) without components. The summoned horror (e.g., shadow hound) serves him for 1 minute or until dismissed.
Unholy Regeneration
Michel regains 10 hit points at the start of his turn if he has at least 1 HP and isn’t in sunlight or running water. This is suppressed for 1 round if he takes radiant or silvered weapon damage.
Legend of the Beast
Creatures within 10 ft. of Michel in hybrid form must make a DC 14 Wisdom saving throw at the start of their turn or be frightened until the end of that turn. A creature that succeeds is immune for 24 hours.
Spellcasting (Warlock Pact Magic)
Michel is a 5th-level Warlock (spell save DC 14, +6 to hit with spell attacks).
Cantrips (at will): Thaumaturgy, Eldritch Blast, Minor Illusion
1st level (2 slots): Hex, Armor of Agathys
2nd level (2 slots): Mirror Image, Misty Step
3rd level (2 slots): Counterspell, Hunger of Hadar
Actions
Multiattack
Michel makes two attacks: one with his Cursed Ritual Dagger or Claws, and one with his Infernal Bite (hybrid form only).
Cursed Ritual Dagger (Humanoid Form Only)
Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 7 (1d6 + 4) piercing damage plus 4 (1d8) necrotic damage.
On a critical hit, the target must succeed on a DC 14 Wisdom saving throw or be frightened until the end of its next turn.
If Michel kills a creature with this dagger, he gains 5 temporary hit points (once per turn).
Counts as magical for overcoming resistance.
Claws (Hybrid Form Only)
Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 10 (2d6 + 4) slashing damage.
Target must make a DC 14 Constitution saving throw or begin bleeding, taking 1d6 necrotic damage at the start of each turn (save ends at end of its turn).
Infernal Bite (Hybrid Form Only)
Melee Weapon Attack: +7 to hit, reach 5 ft., one creature.
Hit: 12 (2d8 + 3) piercing damage.
Target must make a DC 14 Constitution saving throw or be cursed, unable to regain hit points until the end of its next turn.
Blasphemous Howl (Recharge 5–6)
Michel unleashes an infernal howl audible within 60 feet. Each enemy that hears it must make a DC 15 Wisdom saving throw or take 14 (4d6) psychic damage and be frightened for 1 minute.
A creature that saves takes half damage and is not frightened.
Tactical Reposition (Recharge 4–6)
Michel moves up to half his speed without provoking opportunity attacks and may switch forms (humanoid ↔ hybrid) as part of this movement.
Reactions
Savage Counter
When a creature within 5 feet hits Michel with a melee attack, he may make a Claw (or Dagger) attack against them as a reaction.
Tactics & Behavior
Michel begins encounters in humanoid form, casting Hex, Mirror Image, and striking with his dagger. When pressured, he transitions to hybrid form and uses Blasphemous Howl to break lines. He uses Misty Step and Tactical Reposition for control and evasion, and calls on his pact creature to overwhelm isolated targets.
Treasure
- Cursed Ritual Dagger (Rare Magic Item): A soulbound blade granting temporary HP on kills, causes fear on crits, and whispers in Infernal. Attunement required.
- Infernal Salve Jar: Allows temporary lycanthropic transformation; DC 16 Wisdom save or suffer short-term madness.
- Scrolls & Notes: Rituals on fiendish transformation, dark pacts, and the secret to resisting silvered weapons.
Fiendish Shadow Hound

Medium Fiend, Chaotic Evil
Summoned Minion of Michel Verdun
Armor Class 15 (Fiendish Hide)
Hit Points 45 (6d8 + 18)
Speed 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 14 (+2) | 16 (+3) | 6 (−2) | 12 (+1) | 6 (−2) |
Saving Throws Dex +4, Wis +3
Damage Resistances Fire, Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Charmed, Frightened, Poisoned
Senses Darkvision 60 ft., Passive Perception 11
Languages Understands Infernal but cannot speak
Traits
Bound to the Beast
The Fiendish Shadow Hound is bound to Michel Verdun’s will, acting on his initiative and obeying his verbal commands without need for action. If Michel is rendered unconscious or dies, the hound vanishes in a howl of smoke and flame.
Hellborn Scent
The hound has advantage on Wisdom (Perception) checks to locate creatures that are frightened, bleeding, or cursed.
Shadowmeld
While in dim light or darkness, the hound gains advantage on Dexterity (Stealth) checks, and opportunity attacks against it are made with disadvantage.
Actions
Multiattack
The hound makes two attacks: either two Bite attacks or one Bite and one Scream of the Pit, if recharged.
Fiendish Bite
Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 9 (2d6 + 2) piercing damage plus 3 (1d6) necrotic damage. If the target is frightened or cursed, it suffers an additional 1d6 necrotic damage.
Scream of the Pit (Recharge 5–6)
The hound emits a chilling, infernal howl in a 15-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw or take 13 (3d8) psychic damage and be deafened until the end of its next turn. On a successful save, the creature takes half damage and is not deafened.
Tactics
The Fiendish Shadow Hound serves as Michel’s relentless hunter, striking at vulnerable foes—especially those who are frightened, bleeding, or cursed. It uses its stealth to ambush enemies and its Scream of the Pit to disrupt enemy formations before closing in with vicious bites.
Description
A spectral beast wreathed in swirling shadows and flickering embers, the Fiendish Shadow Hound prowls silently, its glowing eyes burning with infernal hunger. Its mournful howl echoes from the depths of hell, a harbinger of pain and despair to those who hear it.
Pierre Burgot

Medium Humanoid (Human, Shapechanger), Chaotic Neutral
CR: 7 (2,900 XP) | Proficiency Bonus: +3
Armor Class 16 (Studded Leather + Natural Toughness)
Hit Points 112 (15d8 + 45)
Speed 35 ft. (45 ft. in hybrid form)
Ability Scores
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
17 (+3) | 18 (+4) | 16 (+3) | 12 (+1) | 14 (+2) | 13 (+1) |
Saving Throws Dex +7, Con +6, Wis +5
Skills Perception +5, Stealth +7, Survival +5, Athletics +6
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks Not Made with Silvered Weapons
Condition Immunities Charmed, Frightened
Senses Darkvision 60 ft., Passive Perception 15
Languages French, Sylvan (understands Infernal ritual terms)
Traits
Shapechanger (Recharge after Short or Long Rest)
Pierre can use a bonus action to transform into a hybrid werewolf form or revert to his humanoid form. His statistics remain the same except for speed and attacks.
Keen Smell
Pierre has advantage on Wisdom (Perception) checks that rely on smell.
Pack Tactics
Pierre 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.
Relentless Hunter
If Pierre takes damage that reduces him to 0 hit points but doesn’t kill him outright, he can make a DC 15 Constitution saving throw. On a success, he drops to 1 hit point instead.
Spellcasting
Pierre is a 3rd-level spellcaster. His spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). He has the following druid spells prepared:
- Cantrips (at will): Produce Flame, Thorn Whip, Guidance
- 1st level (4 slots): Entangle, Faerie Fire, Cure Wounds
- 2nd level (2 slots): Moonbeam, Pass Without Trace
Actions
Multiattack (Hybrid Form Only)
Pierre makes two attacks: one with his claws and one with his bite.
Claws (Hybrid Form Only)
Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) slashing damage.
Bite (Hybrid Form Only)
Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 13 (2d8 + 4) piercing damage. The target must succeed on a DC 14 Constitution saving throw or be cursed, preventing it from regaining hit points until the end of its next turn.
Longsword (Humanoid Form Only)
Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands.
Bonus Actions
Feral Leap (Recharge 5–6)
Pierre can leap up to 20 feet toward a hostile creature he can see and make a claw attack as part of the same action.
Reactions
Uncanny Dodge
When an attacker Pierre can see hits him with an attack, he can use his reaction to halve the damage.
Tactics
Pierre starts combat in humanoid form, using spells like Faerie Fire and Entangle to control the battlefield and support allies. When engaged in melee or threatened, he shifts to hybrid form, leveraging his pack tactics and feral leaps to disrupt enemies and flank for maximum damage. He focuses on isolating targets and punishing those who stray from his allies.
Description
Pierre Burgot is a cunning and fierce member of the Werewolves of Poligny. Known for his sharp instincts and relentless hunting skills, Pierre balances his savage hybrid nature with his druidic spellcasting, blending primal magic with brutal ferocity. His goal is to protect the pack and spread their dominion across the forests of Poligny.
Philippe Gaulderon

Medium Humanoid (Human, Shapechanger), Chaotic Evil
Challenge 8 (3,900 XP) | Proficiency Bonus +3
Armor Class 17 (Cursed Hide)
Philippe’s skin is unnaturally taut and deathly pale, stretched thin over wiry muscle. It bears surgical scars and occult brands, the result of alchemical modifications and ritualistic mutilation. This unnatural flesh grants him protection as if armored.
Hit Points 128 (17d8 + 51)
Speed 30 ft. (40 ft. in werewolf form)
Ability Scores
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 14 (+2) | 17 (+3) | 16 (+3) | 12 (+1) | 15 (+2) |
Saving Throws Con +6, Int +6, Wis +4
Skills Arcana +6, Deception +5, Medicine +4, Insight +4, Stealth +5
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks Not Made with Silvered Weapons
Damage Immunities Psychic
Condition Immunities Charmed, Frightened
Senses Darkvision 60 ft., Passive Perception 11
Languages French, Abyssal, Infernal
Traits
Shapechanger (1/Short or Long Rest)
As a bonus action, Philippe transforms into a bestial werewolf-hybrid form or reverts to his humanoid form. In werewolf form, he gains:
- +10 ft. speed
- Claw and Bite attacks
- Aura of Despair
Cruel Alchemist
Philippe deals an additional +4 necrotic damage to a creature if it is frightened, paralyzed, restrained, or incapacitated when hit by a melee or spell attack.
Aura of Despair (Werewolf Form Only)
Creatures within 10 ft. of Philippe have disadvantage on Wisdom saving throws. Any creature that starts its turn in this aura must succeed on a DC 14 Charisma saving throw or have disadvantage on attack rolls until the start of its next turn.
Spellcasting
Philippe is a 4th-level spellcaster (Intelligence-based).
Spell Save DC 14 | +6 to hit with spell attacks.
He requires no material components.
Cantrips (at will) – Toll the Dead, Minor Illusion, Thaumaturgy
1st level (4 slots) – Cause Fear, Command, Detect Magic
2nd level (3 slots) – Hold Person, Mirror Image
Actions
Multiattack (Werewolf Form Only)
Philippe makes two melee attacks: one with his Claw and one with his Bite, or two Claw attacks.
Rapier (Humanoid Form)
Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 9 (1d8 + 4) piercing damage.
Ceremonial Dagger (Humanoid Form)
Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 6 (1d4 + 4) piercing damage.
If the target is frightened or paralyzed, the dagger deals +1d6 necrotic damage.
Pistol (1/Short Rest)
Ranged Weapon Attack: +5 to hit, range 30/90 ft., one target.
Hit: 11 (2d6 + 2) piercing damage.
If the target is frightened or incapacitated, the pistol deals +1d6 necrotic damage.
Claw (Werewolf Form)
Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) slashing damage.
Bite (Werewolf Form)
Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 13 (2d8 + 4) piercing damage.
The target must succeed on a DC 14 Constitution saving throw or be cursed. While cursed, it takes 1d6 necrotic damage whenever it takes damage. The curse lasts until Remove Curse or Greater Restoration is cast.
Vivisection Rite (Recharge 5–6)
Philippe uses his ceremonial dagger to make a precise, ritualistic strike.
Target one creature within 5 ft. The creature must make a DC 14 Constitution saving throw.
- On a failure: it takes 22 (4d10) necrotic damage and is paralyzed until the end of its next turn.
- On a success: it takes half damage and is not paralyzed.
Bonus Actions
Bloodsnare Curse (1/Day)
Philippe curses one creature within 30 ft. for 1 minute.
The target takes an additional 1d8 necrotic damage whenever it takes damage.
It may repeat a DC 14 Wisdom saving throw at the end of each of its turns, ending the curse on a success.
Reactions
Cruel Retort
When a creature within 10 ft. misses Philippe with an attack, he may force it to make a DC 13 Wisdom saving throw.
On a failure, the creature becomes frightened until the end of its next turn.
Tactics
Philippe is a sadistic tactician and surgeon of suffering:
- Opens combat with Mirror Image and Cause Fear.
- Controls foes using Hold Person or Command.
- Uses Bloodsnare Curse to prime enemies for Vivisection Rite or dagger strikes.
- Transforms into werewolf form mid-fight to weaponize fear and aura suppression.
- Executes weakened targets with his pistol or ceremonial dagger for dramatic effect.
Description
Philippe Gaulderon is no mindless beast — he is a scholar of cruelty, a man who long ago twisted medicine into ritual mutilation. Once a physician and occultist, he now sees pain as language, and the body as a canvas for suffering. His transformation into a werewolf was not a loss — it was a liberation, and he wears the curse as holy vestment. With every victim, he grows closer to unlocking what he calls “the anatomy of the soul.”