Werewolf Progenitor (5e Creature)

From D&D Wiki

Jump to: navigation, search

Werewolf Progenitor[edit]

Medium humanoid (human, shapechanger), chaotic evil


Armor Class 17 in humanoid form, 20 (natural armor) in wolf or hybrid form
Hit Points 324 (24d8 + 216)
Speed 40 ft. (60 ft. in wolf form)


STR DEX CON INT WIS CHA
29 (+9) 25 (+7) 28 (+9) 16 (+3) 20 (+5) 12 (+1)

Saving Throws Str +16, Dex +14, Con +16, Wis +12
Skills Animal Handling +12, Athletics +16, Perception +12, Stealth +14
Proficiency Bonus +7
Damage Resistances lightning, necrotic, poison
Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
Condition Immunities charmed, frightened, paralyzed, poisoned, restrained
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 22
Languages Common (can't speak in wolf form)
Challenge 23 (50,000 XP)


Shapechanger. The werewolf can use its action to polymorph into a Large wolf-humanoid hybrid or into a dire wolf, or back into its true form, which is humanoid. 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.

Legendary Resistance (3/Day) If the werewolf fails a saving throw, it can choose to succeed instead.

Magic Resistance. The werewolf has advantage on saving throws against spells and other magical effects.

Keen Hearing and Smell. The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Savage Attacker. The werewolf can reroll damage dice and take the higher of the two rolled.

Vicious Attacker. The werewolf scores a critical hit on a roll of 18-20.

Progenitor's Rage. When the werewolf starts its turn with 150 hit points or fewer, it enters a state of fury. While in this state, it has advantage on any attack roll it makes and it deals an additional 6 (1d12) lightning damage whenever it hits with a melee attack (included in the attack). The werewolf can enter this state only if it is in Hybrid Form.

Regeneration. The werewolf regains 10 hit points at the start of its turn. The werewolf dies only if it starts its turn with 0 hit points and it took magical or silvered bludgeoning, piercing, or slashing damage from any source since the end of its previous turn.

Speak with Wolves. The werewolf can communicate with wolves and wolf-like creatures as if they shared a language.

Spellcasting. The werewolf is a 8th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 20, +12 to hit with spell attacks). The werewolf has the following spells prepared:

Cantrips (at will): fire bolt, mage hand
1st level (4 slots): burning hands, shield, wrathful smite
2nd level (3 slots): misty step, zone of truth
3rd level (3 slots): counterspell, dispel magic, fireball
4th level (2 slots): greater invisibility, banishment, dimension door

ACTIONS

Multiattack. The werewolf makes five attacks: one with its bite and four with its claws or longsword.

Bite (Hybrid or Wolf Form Only). Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 27 (4d8 + 9) piercing damage and 6 (1d12) lightning damage if the werewolf activated Progenitor's Fury. If the target is a humanoid, it must succeed on a DC 23 Constitution saving throw or be cursed with werewolf lycanthropy.

Claw (Hybrid Form Only). Melee Weapon Attack: +16 to hit, reach 10 ft., one creature. Hit: 16 (2d6 + 9) slashing damage and 6 (1d12) lightning damage if the werewolf activated Progenitor's Fury.

+3 Longsword (Hybrid or Humanoid Form Only). Melee Weapon Attack: +19 to hit, reach 5 ft. (reach 10 ft. in hybrid form), one target. Hit: 16 (1d8 + 12) slashing damage or 17 (1d10 + 12) slashing damage when used in two hands and 6 (1d12) lightning damage if the werewolf activated Progenitor's Fury.


The werewolf progenitor is the first humanoid that was bestowed with lycanthropy. Its age is unknown but it's speculated that he is around two thousand years old. He is the ultimate werewolf and a lot stronger than a normal werewolf. He is often seen as a deity by lesser werewolves and many create cults about him. He is usually seen alone but will ocasionally use other werewolves to acomplish his goals.

0.00
(0 votes)

Back to Main Page5e HomebrewCreatures

Home of user-generated,
homebrew pages!


Advertisements: