Four New Were-creature Stat Blocks 2


In circling back to a long-dormant project, I’m creating a swath of new stat blocks for were-creatures. The general goal is to keep were-creatures in active use at higher tiers of gameplay. The MM lycanthropes are woefully ineffective, unless you can’t hurt them at all, in which case the fight is not fun for the other reason – but I’m taking it for granted that the revised MM will be considerably different.

Werewolf Blood Sorcerer

Though werewolves are primarily physical threats, some of them practice bloody rites to strengthen their sorcerous powers. Their rage simmers rather than boiling over, and they can plan and lead more effectively than many werewolves. With their magical gifts, they invoke cruel curses and unleash dire necromantic spells.

Werewolf Blood Sorcerer

Medium Humanoid (Any, Shapechanger), Any Alignment

AC 13 in humanoid form, 17 (natural armor) in hybrid or wolf form
HP 88 (16d8 + 16)
Speed 30 ft. in humanoid form; 40 ft. in hybrid or wolf form

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 12 (+1) 12 (+1) 14 (+2) 18 (+4)

Saving Throws Dex +6, Con +4, Cha +7
Skills Nature +4, Perception +8, Survival +5
Damage Resistances necrotic
Senses Passive Perception 18
Languages Common (can’t speak in wolf form)
Challenge 6 (2,300 xp)   Proficiency Bonus +3

Regeneration. The werewolf regains 10 hit points at the start of its turn. If it takes damage from a silver weapon, this trait doesn’t function until the start of its next turn. It dies only if it starts its turn with 0 hit points and doesn’t regenerate.

ACTIONS

Multiattack (Humanoid or Hybrid Form Only). The werewolf makes two melee attacks. It can only make one Bite attack per turn.

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 humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werewolf lycanthropy.

Spectral Claw (Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 15 ft., one creature. Hit: 13 (2d8 + 4) necrotic damage, and the target can’t regain hit points until the start of the werewolf’s next turn.

Sickle (Humanoid Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Spellcasting (Humanoid or Hybrid Form Only). The werewolf casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (DC 15):

At will: Chill Touch
1/day each: Bestow Curse, Blight

BONUS ACTIONS

Change Shape. The werewolf transforms into a wolf-humanoid hybrid or into a wolf, or back into its true form, which is humanoid. Its statistics, other than its AC and speed, 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.

Hex (3/Day). The werewolf casts Hex, requiring no material components and using Charisma as the spellcasting ability.

REACTIONS

Blood Curse. Immediately after the werewolf deals damage with a melee attack or takes damage from a melee attack, it can use its reaction to cast Hex or Bestow Curse.

Lightning-Scarred Werewolf

Large and stable werewolf packs are rare, as many werewolves lead ordinary lives on nights other than the full moon. For some, though, a struggle to become the leader of a werewolf pack becomes an all-consuming goal. They seek out the most powerful storms, trusting in their regeneration to keep them alive as they absorb repeated lightning strikes. The scars from these strikes leave strange patterns on their skin and fur. In their hybrid form, their teeth and claws crackle with lightning.

Lightning-Scarred Werewolf

Medium humanoid (Any, Shapechanger), Any Alignment

AC 12 in humanoid form, 17 (natural armor) in hybrid or wolf form
HP 150 (20d8 + 60)
Speed 30 ft. in humanoid form; 40 ft. in hybrid or wolf form

STR DEX CON INT WIS CHA

18 (+4) 14 (+2) 16 (+3) 12 (+1) 14 (+2) 14 (+2)

Saving Throws Str +8, Con +7
Skills Athletics +8, Perception +10, Survival +6
Damage Immunities lightning
Senses Passive Perception 20
Languages Common (can’t speak in wolf form)
Challenge 10 (5,900 xp) Proficiency Bonus +4

Regeneration. The werewolf regains 10 hit points at the start of its turn. If it takes damage from a silver weapon, this trait doesn’t function until the start of its next turn. It dies only if it starts its turn with 0 hit points and doesn’t regenerate.

ACTIONS

Multiattack (Humanoid or Hybrid Form Only). The werewolf makes three melee attacks. It can only make one Bite attack per turn.

Bite. (Wolf or Hybrid Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage and 9 (2d8) lightning damage. If the target is a humanoid, it must succeed on a DC 15 Constitution saving throw or be cursed with werewolf lycanthropy.

Lightning Claw. (Hybrid Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 4) slashing damage and 9 (2d8) lightning damage.

Greataxe (Humanoid Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 10 (1d12 + 4) slashing damage.

BONUS ACTIONS

Change Shape. The werewolf transforms into a wolf-humanoid hybrid or into a wolf, or back into its true form, which is humanoid. Its statistics, other than its AC and speed, 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.

Lightning Rush (Recharge 5+). The werewolf moves up to twice its Speed. If it is in hybrid form, creatures that make opportunity attacks against it take 9 (2d8) lightning damage. Other creatures within 10 feet of the werewolf at the end of its turn must succeed on a DC 15 Constitution saving throw or take 10 (3d6) thunder damage.

Wererat Strangler

With their ability to infiltrate almost anywhere and go unnoticed, wererats make exceptional assassins. Stranglers often work as enforcers for guild bosses, eliminating anyone who offends the boss, or picking off a rival’s bodyguards until they can take out the primary target.

Wererat Strangler

Small or Medium Humanoid (Any, Shapechanger), Any Alignment

AC 15 (studded leather armor, humanoid or hybrid form only) or 13 (rat form only)
HP 71 (11d8 + 22)
Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA

12 (+1) 16 (+3) 14 (+2) 14 (+2) 12 (+1) 8 (-1)

Saving Throws Dex +6, Con +5
Skills Acrobatics +6, Stealth +9, Perception +4
Damage Resistances poison
Senses Darkvision 60 ft. (hybrid and rat form only), passive Perception 14
Languages Common (can’t speak in rat form)
Challenge 7 (2,900 xp) Proficiency Bonus +3

Regeneration. The wererat regains 10 hit points at the start of its turn. If it takes damage from a silver weapon, this trait doesn’t function until the start of its next turn. It dies only if it starts its turn with 0 hit points and doesn’t regenerate.

ACTIONS

Multiattack. The wererat makes three attacks, only one of which can be a bite.

Bite (Hybrid or Rat Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with wererat lycanthropy.

Dagger (Humanoid or Hybrid Form Only). Melee or Ranged Weapon Attack: +6 to hit, range 15/30 ft. or reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage. If the target has the grappled condition, the wererat deals an additional 14 (4d6) damage, up to once per turn.

Garotte (Humanoid or Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. If the target is a Large or smaller creature, it has the grappled condition (escape DC 14). Until the grapple ends, the target has the restrained condition and can’t breathe or speak, and the wererat can’t use its garotte on another target. A creature grappled by this attack takes 10 (2d6 +3) bludgeoning damage at the start of its turn.

BONUS ACTIONS

Change Shape. The wererat transforms into a rat-humanoid hybrid or into a rat, or back into its true form, which is humanoid. 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.

Wererat Rot Lord

Wererats find great favor in service to gods or other powers of rot and ruin. A wererat rot lord commands a cult of many wererats and other scavengers, inspiring and nourishing them with displays of magical power.

Wererat Rot Lord

Small or Medium Humanoid (Any, Shapechanger), Any Alignment

AC 15 (studded leather, humanoid and hybrid form only) or 13 (rat form only)
HP 130 (20d8 + 40)
Speed 30 ft.

STR DEX CON INT WIS CHA

12 (+1) 16 (+3) 14 (+2) 12 (+1) 18 (+4) 16 (+3)

Saving Throws Wis +8, Cha +7
Skills Intimidation +7, Survival +8
Damage Immunities necrotic
Damage Resistances poison
Condition Immunities poisoned
Senses Darkvision 60 ft. (hybrid and rat form only), passive Perception 14
Languages Common (can’t speak in rat form)
Challenge 11 (7,200 xp) Proficiency Bonus +4

Regeneration. The wererat regains 10 hit points at the start of its turn. If it takes damage from a silver weapon, this trait doesn’t function until the start of its next turn. It dies only if it starts its turn with 0 hit points and doesn’t regenerate.

Rot Aura. While the wererat does not have the incapacitated condition, any non-wererat that starts its turn within 10 feet of the wererat rot lord takes 9 (2d8) necrotic damage. The wererat rot lord can choose not to deal this damage.

ACTIONS

Multiattack. The wererat makes three Festering Touch or Rotting Wind attacks. It can replace one attack with a use of Spellcasting.

Festering Touch. Melee Spell Attack: +8 to hit, reach 5 ft., one target. Hit: 22 (5d8) poison damage. A creature that is not infected with lycanthropy and is not immune to lycanthropy can choose to become infected with wererat lycanthropy and take no damage from this attack.

Rotting Wind. Ranged Spell Attack: +8 to hit, range 60 ft., one target. Hit: 18 (4d8) necrotic damage, and the target has the poisoned condition until the start of the wererat’s next turn.

Spellcasting. The wererat casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 16):

At will: Poison Spray, Speak with Animals
3/day each: Blight, Freedom of Movement, Pass without Trace
1/day each: Antilife Shell, Circle of Death, Contagion

BONUS ACTIONS

Change Shape. The wererat transforms into a rat-humanoid hybrid or into a rat, or back into its true form, which is humanoid. 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.


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