Werewolf

- Size: Medium or Small
- Type: Monstrosity (Lycanthrope)
- Alignment: Chaotic Evil
- AC: 15
- Initiative: +4 (14)
- HP: 84 (13d8 + 26)
- Speed: 30 ft, 40 ft. (wolf form only)
| ATTR | VAL | MOD | SAVE |
|---|---|---|---|
| STR | 16 | +3 | +3 |
| DEX | 14 | +2 | +2 |
| CON | 14 | +2 | +2 |
| INT | 10 | +0 | +0 |
| WIS | 11 | +0 | +0 |
| CHA | 10 | +0 | +0 |
- Skills: Perception +4, Stealth +4
- Gear: Longbow
- Senses: Darkvision 60 ft.; Passive Perception 14
- Languages: Common (can't speak in wolf form)
- CR: 3 (XP 700; PB +2)
Traits
Pack Tactics. The werewolf has Advantage on an attack roll against a creature if at least one of the werewolf's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition.
Actions
Multiattack. The werewolf makes two attacks, using Scratch or Longbow in any combination. It can replace one attack with a Bite attack.
Bite (Wolf or Hybrid Form Only). Melee Attack Roll: +5, reach 5 ft. Hit: 12 (2d8 + 3) Piercing damage. If the target is a Humanoid, it is subjected to the following effect. Constitution Saving Throw: DC 12. Failure: The target is cursed. If the cursed target drops to 0 Hit Points, it instead becomes a Werewolf under the GM's control and has 10 Hit Points. Success: The target is immune to this werewolf's curse for 24 hours.
Scratch. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Slashing damage.
Longbow (Humanoid or Hybrid Form Only). Ranged Attack Roll: +4, range 150/600 ft. Hit: 11 (2d8 + 2) Piercing damage.
Bonus Actions
Shape-Shift. The werewolf shape-shifts into a Large wolf-humanoid hybrid or a Medium wolf, or it returns to its true humanoid form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed.
Lore & Background
Werewolves are perhaps the most well-known lycanthropes, cursed to transform between human and wolf forms under the influence of strong emotions or the full moon. These shapeshifters struggle with the conflict between their human rationality and the predatory instincts of their wolf nature, often leading to internal torment and unpredictable behavior. Many werewolves form packs with others of their kind, creating complex social structures that blend human organization with wolf pack dynamics.
Living on the fringes of civilized society, werewolves often establish territories in wilderness areas where they can hunt freely while maintaining minimal contact with human settlements. Their dual nature makes them effective hunters and trackers, but their lycanthropic curse creates ongoing challenges in maintaining relationships and controlling their transformation. Some werewolves embrace their condition while others desperately seek cures or ways to suppress their bestial nature.
Combat Tactics
Werewolves are pack hunters who coordinate their attacks using both human intelligence and wolf instincts to overwhelm enemies through superior numbers and tactics. They prefer to attack from multiple directions, using their enhanced senses to track opponents while employing their bite attacks to spread the lycanthropic curse. Their natural damage resistance makes them formidable opponents in prolonged combat.
In battle, werewolves attempt to isolate individual targets while their pack mates engage other enemies, using their speed and mobility to control engagement terms. They focus on bite attacks to potentially create new lycanthropes while using their claws and pack coordination to deal consistent damage. When seriously threatened, werewolves may retreat as a group before regrouping for another assault.
Encounter Ideas
1. The Cursed Village A werewolf pack has infected multiple residents of a remote community, creating a supernatural crisis where the party must identify who is infected while developing countermeasures to prevent the curse's spread.
2. The Pack Territory The party's travels take them through werewolf hunting grounds during a full moon, forcing them to either negotiate safe passage or defend themselves against coordinated pack attacks in unfamiliar terrain.
3. The Reluctant Lycanthrope A newly infected werewolf seeks the party's help in controlling their transformation while contributing their enhanced abilities to the group's goals, creating ongoing challenges in managing their condition and protecting their secret.
4. The Alpha's Challenge A werewolf pack leader demands the party prove their worthiness to pass through the pack's territory, testing both combat skills and understanding of lycanthropic culture and pack hierarchy.
Environmental Effects
- Pack Territory: Areas claimed by werewolf packs show signs of coordinated hunting and territorial marking
- Lunar Influence: The pack's behavior and aggression levels fluctuate with moon phases, affecting local safety
- Scent Trails: Werewolf territories are marked with scent indicators that provide information to other lycanthropes
- Hunting Pressure: Local wildlife populations adapt their behavior to account for supernatural predator presence
Treasure
- Wolf Pelts (75-350 gp): High-quality fur that provides excellent insulation and can be crafted into warm clothing
- Pack Coordination (varies): Knowledge of pack tactics and communication methods valuable for military applications
- Lunar Calendars (100-500 gp): Detailed tracking of moon phases and their effects on lycanthropic behavior
- Survival Techniques (50-300 gp): Wilderness skills and tracking methods developed through enhanced senses
- Territory Maps (150-750 gp): Detailed knowledge of local geography and optimal hunting locations
Plot Hooks
1. The Lycanthrope Network Werewolf packs coordinate across vast territories to share information and coordinate responses to threats, requiring the party to either infiltrate or disrupt this supernatural communication network.
2. The Cure Research A werewolf pack seeks a cure for lycanthropy but requires the party's help in gathering rare materials or accessing forbidden knowledge while protecting them from those who would exploit their condition.
3. The Pack War Competing werewolf packs clash over territorial boundaries or philosophical differences about how to interact with human society, creating dangerous conditions for anyone caught between the supernatural factions.
4. The Ancient Bloodline A werewolf pack claims descent from the original lycanthropes, possessing unique abilities or knowledge that makes them targets for both researchers and those who would exploit their supernatural heritage.