Dire Werewolf, Moonbound

Family: Lycanthropes

Medium (or Large) humanoid (human, shapechanger), chaotic evil

Armor Class 12 in humanoid form, 14 in dire wolf or hybrid form
Hit Points 65 (9d8+ 45) in humanoid form, or 74 (9d10 + 45) in dire wolf or hybrid form (currently injured)
Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 20 (+5) 12 (+1) 16 (+3) 13 (+1)

Saving Throws Wis +6, Cha +4
Skills Athletics +8, Perception +6, Religion +4, Stealth +5, Survival +6
Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
Senses passive Perception 16
Languages Celestial, Common (can’t speak in dire wolf form)
Challenge 5 (1,800 XP)

SPECIAL TRAITS

  • Shapechanger. The dire werewolf can use his action to polymorph into a dire wolf-humanoid hybrid or into a wolf, or back into his true form, which is human. His statistics, other than his size, AC, and hit points, remain the same for each form. The dire werewolf has no equipment, but normally any equipment he is wearing or carrying is not transformed. The dire werewolf reverts to his human form if he dies.
  • Bare and Wounded. The dire werewolf’s wounds, including a severed arm that deprives him of one of his claw attacks, and his lack of equipment, have decreased his CR by 1.
  • Keen Hearing and Smell. The dire werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
  • Lycanthropic Empathy. The dire werewolf can communicate with wolves and dire wolves and can make Charisma (Persuasion) checks with advantage to alter such animals’ attitudes. When he deals with humanoids or other civilized creatures, however, he suffers disadvantage on Charisma (Deception) and Charisma (Persuasion) checks, as well as Wisdom (Insight) checks due to his more animalistic nature.
  • Moonbound. When the moon is full, the dire werewolf’s Strength and Constitution each increase by +4. These increases are already added into his statistics.

ACTIONS

  • Multiattack (Hybrid Form Only). The dire werewolf makes two attacks: one with his bite and one with his remaining claw (hybrid form). The dire werewolf has no attacks in humanoid form.
  • Bite. (Dire Wolf or Hybrid Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or become cursed with dire werewolf lycanthropy.
  • Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage.
Section 15: Copyright Notice

Legendary Planet Adventure Path (5E) © 2020, Legendary Games; Authors: Matt Goodall, Jim Groves, Steven T. Helt, Tim Hitchcock, Jason Nelson, Richard Pett, Tom Phillips, Mike Shel, Neil Spicer, Mike D. Welham

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