Wolfwere (5e Creature)
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Wolfwere[edit]
Medium monstrosity (shapechanger), chaotic evil Armor Class 13 (natural armor)
Skills Deception +7, Intimidation +7, Perception +3 Shapechanger. The wolfwere can use its action to polymorph into a wolf-humanoid hybrid or into a Small or Medium humanoid, or back into its true form, which is a Medium wolf. 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 wolfwere has advantage on Wisdom (Perception) checks that rely on hearing or smell. Pack Tactics. The wolfwere has advantage on an attack roll against a creature if at least one of the wolfwere's allies is within 5 feet of the creature and the ally isn't incapacitated. ACTIONSMultiattack (Humanoid or Hybrid Form Only). The wolfwere makes two attacks: one with its bite and one with its claws or mace, or two attacks with its mace. Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing 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: +6 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) slashing damage. Mace (Humanoid Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. Song of Lethargy (Humanoid Form Only). The wolfwere absent-mindedly strums its instrument. Any creature within 60 feet of it that can hear it must succeed on a DC 14 Wisdom saving throw or become magically charmed. While charmed in this way, the target can’t use reactions, its speed is halved, and it can’t make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature succeeds on its saving throw or the effect ends for it, the creature is immune to the wolfwere’s Song of Lethargy for 24 hours.
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The wolfwere, sometimes also called reverse werewolf, is an evil and hateful creature that delights in the brutal slaying of humans and humanoids alike. In many cases, the wolfwere is able to attack its victims with utter surprise because of its ability to assume the shape of a human bard of great charisma. Variant: Greater WolfwereSometimes, one pup in a wolfwere litter is a greater wolfwere, which is more powerful than the average wolfwere. A greater wolfwere has the same statistics as a regular wolfwere but has a challenge rating of 8 (3,900 XP), has 120 (16d10 + 32) hit points, and its true form is a Large dire wolf. It gains the following attack option: Multiattack (Humanoid or Hybrid Form Only). The wolfwere calls its pack and then makes two attacks: one with its bite and one with its claws or mace, or two attacks with its mace. Bite (Dire Wolf or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 16 (3d8 + 3) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. Claws (Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 10 (3d4 + 3) slashing damage. Mace (Humanoid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. Call Pack (1/Day). The wolfwere’s howl magically summons 2d4 wolves, 1d4 worgs, or one dire wolf. The called creatures arrive in 1d4 rounds and act as allies of the wolfwere, obeying its spoken commands. The beasts remain for 1 hour, until the wolfwere dies, or until the wolfwere dismisses them as a bonus action. |
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