Werewolf, Variant (5e Creature)
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Werewolf, Variant[edit]
Medium humanoid (human, shapechanger), any alignment in human form, chaotic evil in wolf or hybrid form Armor Class 12, 16 (natural armor) in wolf or hybrid form (natural armor)
Saving Throws Con +7 Shapechanger. The werewolf can use its action to polymorph into a Large wolf-humanoid hybrid or into a Large wolf, or back into its true form, which is humanoid. After polymorphing, the werewolf gains 20 temporary hit points which last until it polymorphs again. Its statistics, other than its size and AC, 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 werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. Pounce (Wolf or Hybrid Form Only). If the werewolf moves at least 15 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the weretiger can make one bite attack against it as a bonus action. Regeneration. The werewolf regains 10 hit points at the start of its turn if it has at least 1 hit point. ACTIONSMultiattack. The werewolf makes three melee attacks, only one of which can be a bite. Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 5) piercing damage. Claw (Wolf or Hybrid Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage. Dagger (Humanoid or Hybrid Form Only). Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage.
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This is a variant of werewolf created so that they can become a dangerous threat by themselves without needing to be in great hordes. |
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