Werewolverine (5e Creature)
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Werewolverine
Medium humanoid (human, shapechanger), chaotic neutral Armor Class 12
Skills Athletics +6, Perception +3 Shapechanger. The werewolverine can use its action to polymorph into a wolverine-humanoid hybrid or into a Medium wolverine, or back into its true form, which is humanoid. Its statistics 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 Smell. The werewolverine has advantage on Wisdom (Perception) checks that rely on smell. ACTIONSMultiattack. In wolverine form, the werewolverine makes two claw attacks. In humanoid form, it makes two greatsword attacks. In hybrid form, it can attack like a wolverine or a humanoid. Bite (Wolverine or Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werewolverine lycanthropy. Claw (Wolverine or Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage. Greatsword (Humanoid or Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 4) slashing damage.
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Werewolverines are aggressive and brutish lycanthropes, or so people think. In humanoid form, werewolverines are very hairy and muscular, and most male werewolverines grow facial hair. Characters as WerewolverinesThe character gains a Strength of 18 if his or her score isn't already higher. Attack and damage rolls for the natural weapons are based on Strength. |
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