Varghulf (5e Creature)

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Huge undead, chaotic evil

Armor Class 15 (natural armor)
Hit Points 157 (15d12 + 60)
Speed 50 ft.

23 (+6) 14 (+2) 18 (+4) 4 (-3) 12 (+1) 5 (-3)

Saving Throws Dex +5, Wis +4
Skills Perception +4
Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
Senses darkvision 60 ft., passive Perception 14
Languages understands Common but can't speak
Challenge 8 (3,900 XP)

Blood Frenzy. The varghulf has advantage on melee attack rolls and perception checks against any creature that doesn't have all its hit points.

Regeneration. The varghulf regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the varghulf takes radiant damage or damage from holy water, this trait doesn't function at the start of the varghulf's next turn.

Vampire Weaknesses. The varghulf has the following flaws:
Harmed by Running Water. The varghulf takes 20 acid damage if it ends its turn in running water.
Sunlight Hypersensitivity. The varghulf takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.


Multiattack. The varghulf makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 19 (3d8 + 6) piercing damage. The target's hit point maximum is reduced by an amount equal to the damage taken. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) slashing damage. Instead of dealing damage, the vargulf can grapple the target (escape DC 16).

Varghulfs are those powerful yet devolved vampire lords that have since succumbed themselves willingly to their most primal surges, turning their once humanoid bodies into a creature larger and far more powerful in body, but weaker in mind. Within most vampires, there is a constant animalistic urge that can occasionally drive a vampire to bouts of uncommon savagery and bloodlust. Such urges are what forces a vampire to suck the blood of the living. Most vampires who still want to cling to their sanity are often known to seek control of this side of their existence, and in keeping to their trappings of aristocracy and nobility. However, there are some within their numbers that find little love for such a noble life. Unlike those vampires that have turned into vargheists by means of mutation and torture, a varghulf is created when a vampire simply allows the animalistic urge to overcome them, and in the process, destroy what was left of their former personality. These feral predators abandon their dark castles in order to run unfettered through the darkest forests. Those who revel in such behaviour become physically changed beyond recognition by the vampiric curse.

Monsters in the Night. Over the centuries, these devolved vampires become blood-mad killers that exist only to feed. Like enraged, starved beasts, they run rampant, devouring whole villages in an effort to satiate their never-ending thirst. As well as devouring the living, a varghulf will ransack graves and feast upon the bodies of the dead. A varghulf has a monstrous body, swollen by a constant diet of red meat. Unbound by the human form, a varghulf is a contorted mass of packed muscle, giving it the strength to crush a chariot or bowl over entire ranks of warriors foolish enough to try and pin it down.

Vampiric Savagery. Powerful legs and broad wing flaps allow varghulfs to chase down their kills in swift, gliding, leaps and they can lash out at enemies around them with their claws at shocking speed. A varghulf's main weapon, however, is a wide mouth filled with dagger-like fangs capable of puncturing armour and crushing skulls. Other vampires consider them no better than lowly undead, though the terrible changes wrought by their surrender to the beast within them makes them far deadlier as a beast of battle.

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