Garou Berserker (5e Creature)

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Garou Berserker[edit]

Medium humanoid (human, shapechanger), chaotic evil


Armor Class 13 in humanoid form, 16 (natural armor) in wolf or hybrid form
Hit Points 114 (12d8 + 60)
Speed 30 ft. (50 ft., climb 30 ft. in wolf form)


STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 20 (+5) 10 (+0) 14 (+2) 10 (+0)

Skills Perception +8, Stealth +9
Proficiency Bonus +3
Damage Resistances cold, psychic
Damage Immunities bludgeoning, piercing and slashing made from nonmagical attacks that aren't silvered
Condition Immunities frightened
Senses darkvision 60 ft., passive Perception 18
Languages Common (can't speak in wolf form)
Challenge 7 (2,900 XP)


Shapechanger. The garou can use its action to polymorph into a wolf-humanoid hybrid or into a Large wolf, 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 Hearing and Smell. The garou has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Quills (Wolf or Hybrid Form Only). A creature that touches the garou or hits it with a melee attack while within 5 feet of it takes 7 (2d6) piercing damage. Additionally, at the start of each of its turns, the garou deals 7 (2d6) piercing damage to any creature grappling it.

Regeneration. The garou regains 10 hit points at the start of its turn. If the garou takes fire damage or bludgeoning, piercing, or slashing damage from a silvered attack, this trait doesn't function at the start of the garou's next turn. The garou dies only if it starts its turn with 0 hit points and doesn't regenerate.

Standing Leap. The garou's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.

Magic Weapons. The garou's weapon attacks are magical.

ACTIONS

Multiattack. In wolf form, the garou makes three attacks: one with its bite and two with its claws. In humanoid form, it makes three warhammer attacks. In hybrid form, it can attack like a wolf or a humanoid.

Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) 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 (Wolf or Hybrid Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

Warhammer (Humanoid or Hybrid Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage or 10 (1d10 + 5) bludgeoning damage if used with two hands.


The garou berserker at first might appear like a very muscular Norse warrior walking about with a great warhammer, bare chested, covered in blue tattoos denoting tribal affiliation, generally sporting swooping mustaches, beards, braids or bald heads. The fact that they can simply wade into battle without armor as arrows get lodged into their flesh, doing nothing but barely bothering them, sometimes swords and spears simply snap off on their iron like hide. But when garou berserkers fly into a rage they change into massive wolves covered in razor sharp quills and capable of running and climbing up buildings.

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