Winter Werewolf (5e Creature)

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Winter Werewolf[edit]

Medium monstrosity (shapechanger), neutral evil


Armor Class 12 (leather armor) in humanoid form, 15 (natural armor) in winter wolf or hybrid form
Hit Points 78 (12d8 + 24)
Speed 40 ft. (50 ft. in wolf form)


STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 14 (+2) 10 (+0) 13 (+1) 10 (+0)

Skills Athletics +7, Deception +3, Perception +7, Stealth +7
Proficiency Bonus +3
Damage Immunities cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
Senses passive Perception 17
Languages Common, Giant, Winter Wolf
Challenge 6 (2,300 XP)


Shapechanger. The werewolf can use its action to polymorph into a winter wolf-humanoid hybrid or into a Large winter 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 and freezes solid if it dies.

Frozen Weapons. The werewolf's weapon attacks are magical. When the werewolf hits with any weapon, the weapon deals an extra 3 (1d6) cold damage (included in the attack). Whenever another creature within 30 feet of the werewolf fails a saving throw by 5 or more, it takes 3 (1d6) cold damage.

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

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

ACTIONS

Multiattack (Humanoid and Hybrid Form Only). The werewolf makes three attacks: three with its spear (humanoid form) or one with its bite, one with its claws, and one with its spear (hybrid form).

Bite (Winter Wolf or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 3 (1d6) cold damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Claws (Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage plus 3 (1d6) cold damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or its movement speed is halved until the end of its next turn.

Spear (Humanoid or Hybrid Form Only). Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage if used with two hands to make a melee attack, plus 3 (1d6) cold damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or it can't regain hit points until the end of its next turn.

Cold Breath (Recharge 5–6). The werewolf exhales a blast of freezing wind in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 33 (6d10) cold damage on a failed save, or half as much damage on a successful one. A creature that fails the saving throw by 5 or more has disadvantage on attack rolls until the end of its next turn.

BONUS ACTIONS

Cold Hearths and Dark Hearts. The werewolf instantaneously extinguishes all nonmagical flames within a 30-foot radius of itself or targets a 5-foot cube and extinguishes all nonmagical flames within it.


One of the most feared lycanthropes in northern lands, a winter werewolf is a werewolf with all the powers of a winter wolf instead of a normal wolf, and then some. This makes them all the more deadly.

Blood on the Snow. Outside of normal reproduction from a winter werewolf parent or parents, though thankfully they are rare enough that few such examples exist, a winter werewolf curse can only be transmitted through ritual, not infection like their lesser kin. Devised by the frost giants for their most hated smallfolk enemies, the ritual can only be performed on the night of the winter solstice, requires the sacrifice of a winter wolf via asphyxiation, and then force feeding the victim the wolf's chilled blood. Over the rest of the night, the poor soul's body will slowly transfigure into their hybrid form in skin-tearing, bone-cranking intensity. If they survive this torture, they will emerge as a winter werewolf. Whether they embrace or reject this power is up to them, but most are so broken by the experience that they can be easily tamed by the frost giants into their weapon.

Tundra Hunter. Like normal werewolves, winter werewolves can shift between their wolf, hybrid, or humanoid forms at will if they succumb to the curse, or are forced to transform during full moons if avoiding it. Assuming the former option, this makes winter werewolves dangerous infiltrators to communities their frost giant masters wish to soften up for their raids. Even those that escape their huge captors often like to torment hamlets and villages with murder and sabotage for fun before letting their jaws or the winter winds claim their prey. Most are canny enough to avoid adventurers heavily armed enough in magic weapons and experience to pose a retaliatory threat, but some can't resist such rare treats.

Werewolf Game. In their humanoid form, a winter werewolf will always possess blue eyes, though the exact hue will vary based on how light or dark their irises were before the transformation. Natural born winter werewolves tend to have such vividly azure eyes that a supernatural explanation is almost expected. Beyond this, the transformation causes the humanoid's skin and hair to pale, though not completely lose their color and not the extent of other curses like vampirism. They are always somewhat cold to the touch, but this frigidity waxes and wanes with the lunar cycle. Any silver they touch will similarly chill in response to their contact. The winter werewolf's heart beats at only a tenth of their original pumping rate, leading to some slight blue coloring on their extremities.

Variant: Winter Woewolf

If the ritual to create a winter werewolf is conducted under the darkness of a new moon during a lunar eclipse, the monster it creates is imbued with even greater frozen magic and golden eyes called a winter woewolf. The damage dealt by its Frozen Weapons feature is increased to 7 (2d6), the DC of its saving throws increases to 14, the range of its Frost Breath becomes a 30-foot cone, and it has resistance to fire damage. A winter woewolf has a challenge rating of 9 (5,000 XP) and the following additional trait:

Winter Coat. When the woewolf rolls initiative and at the start of its turns, the woewolf gains 7 (2d6) temporary hit points. If a creature hits the woewolf with a melee attack while it has these hit points, the creature takes 7 (2d6) cold damage and can't take reactions until the start of its next turn. While it has any temporary hit points, the woewolf is immune to fire damage.

The winter woewolf has the following bonus action option:

Icy Grip of Winter. The woewolf targets one creature it can see within 30 feet with the call of the frozen void. The creature must succeed on a DC 14 Wisdom saving throw or take 7 (2d6) cold damage and gain disadvantage on all saving throws it makes until the end of its next turn.

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