Darkwolf Druid

Medium humanoid (human), neutral evil

Armor Class 12 (16 with barkskin), 14 in dire wolf form
Hit Points 53 (7d8 + 21)
Speed 30 ft., 50 ft. (dire wolf form)

17 (+3) 15 (+2) 17 (+3) 10 (+0) 16 (+3) 11 (+0)

Damage Immunities (only in wild shape) bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
Skills Nature +2, Perception +5, Stealth +4, Survival +4
Senses passive Perception 15
Languages Common, Druidic, one other language (can’t speak in dire wolf form)
Challenge 4 (1,100 XP)


  • Spellcasting. The darkwolf is a 6th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It has the following druid spells prepared:
  • Keen Hearing and Smell (dire wolf form only). The darkwolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
  • Pack Tactics (dire wolf form only). The darkwolf has advantage on an attack roll against a creature if at least one of the wolf’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
  • Skin-changer. Unlike a true lycanthrope, darkwolves do not pass on the curse of lycanthropy with their bite, and they are themselves immune to the curse of lycanthropy.
  • Wild Shape. The darkwolf can use its bonus action to polymorph into the form of a Large dire wolf, a humanoid wolf-humanoid hybrid, or back into its true form, which is humanoid. Its statistics, other than its AC and immunities, are the same in each form. However, it cannot speak in dire wolf form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.


  • Multiattack (human or hybrid form only). The darkwolf attacks once with its bite and once with its claws, or twice with its quarterstaff. It may attack with its quarterstaff instead of its claws.
  • Quarterstaff (human form only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage, 7 (1d8 + 3) bludgeoning damage if wielded with two hands.
  • Bite (hybrid form only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
  • Claws (Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) slashing damage.
  • Savage Bite (dire wolf form only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. In addition to typical druids, some evil druids abandon the paths of green and growing things and commit their souls to the depths of depravity, reveling in rot and decay in the service of the demon-queen of fungus. These druids leave their living bodies behind, consigning their flesh to decay and ruin as fungus and spores sprout and spread, dissolving their tissues into a deliquescent mass that clings to their bones in a blighted semblance of their former appearance crossed with a misshapen feminine guise that evokes their demonic mistress. Fungus queens seek to enslave the living beings they once might have befriended and protected, forging them into an army of moldering soldiers and fungus beasts.
Section 15: Copyright Notice

Legendary Villains: Dark Druids (5E) © 2017, Legendary Games; Authors Clinton J. Boomer, Jason Nelson, and RJ Grady.

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