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Wolfwere

The wolfwere is an evil and hateful creature that delights in the brutal slaying of humans and
demihumans 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 of exceptional charisma.
The wolfwere is able to assume a wide variety of shapes at will. Transformation from one form to
another takes only a single round. Its true shape, and that in which it prefers to spend the vast
majority of its time, is that of a large wolf. When in this state, it is almost indistinguishable from a
wolf.
When a wolfwere is attempting to lure humans or demihumans into an ambush, it will assume the
shape of member of their race. Almost without exception, the new persona will not be of the same
sex as the potential victim. Thus, a wolfwere which is stalking a male elf will transform itself into a
female elf. In all cases, the newly disguised wolfwere will have exceptional physical beauty.
Habitat/Society: The wolfwere is generally fairly solitary in nature. When encountered in the wild, it
is rare that more than three of these creatures will be found. In almost all cases, encounters with
more than one wolfwere will be with a mated pair or a group which has decided to work together to
increase the success of their hunting.
Ecology: There is a 75% chance that any encountered wolfwere will be running with a pack of wild
wolves. In such cases, the animals will be worgs 70% of the time. If they are not worgs, they will be
common wolves. In all cases, the influence of the wolfwere will make the creatures far more vicious
and evil than they might normally be.
Despite their fondness for wolves and worgs, wolfweres loathe the company of werewolves. The
enmity between these two monsters is so great that they will often attack each other on sight.

Cold Wrought Iron Weapons


Weapons made of cold iron cost twice as much to make as their normal counterparts.

Wolfwere
Medium monstrosity (shapechanger), chaotic evil
Armour Class 13 (natural armour) in wolf or hybrid form, 12 in humanoid form
Hit Points 66 (12d8 + 12)
Speed 40ft. (30ft. in humanoid or hybrid form)
STR DEX CON INT WIS CHA
15 (+2) 15 (+2) 12 (+1) 14 (+2) 12 (+1) 16 (+3)
Skills Perception +5, Stealth +4
Damage Immunities bludgeoning, piercing, and slashing damage from non magical weapons that
aren't cold wrought iron
Senses passive Perception 15
Languages Common (can't speak in wolf form)
Challenge 4 (1,100 XP)
Shapechanger. The wolfwere can use its action to polymorph into a wolf-humanoid hybrid or into a
humanoid, or back into its true form, which is a wolf. Its statistics, other than its 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.
Wolfwere’s Song. While in humanoid the wolfwere will normally carry some form of stringed
instrument which it seems to absent-mindedly play at while it travels. The true nature of its song,
however, is terrible and often fatal. Anyone who hears the wolfwere’s song and then fails a Wisdom
saving throw DC 13 will be overcome with lethargy. On a failed save, the target's speed is halved for
1 minute. In addition, the creature can't take reactions, and it can take either an action or a bonus
action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns,
ending the effect on itself on a success.
Keen Hearing and Smell. The wolfwere has advantage on Wisdom (Perception) checks that rely on
hearing or smell.
Actions
Multiattack (Hybrid Form Only). The wolfwere makes two attacks: one with its bite and one with its
axe.
Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8
(1d12 + 2) piercing damage.
Battleaxe. (Humanoid or Hybrid Form Only). Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.

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