Moonbound Dire Werewolf

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

Armor Class 14 in humanoid form, 16 in dire wolf or hybrid form
Hit Points 152 (16d8+ 80) in humanoid form, or 168 (16d10 + 80) in dire wolf or hybrid form

20 (+5) 18 (+4) 20 (+5) 10 (+0) 14 (+2) 8 (-1)

Saving Throws Str +9, Con +9
Skills Athletics +9, Perception +6, Stealth +8, Survival +6
Damage Immunities bludgeoning, piercing, and slashing from nonmagical Attacks that aren’t silvered
Damage Resistances cold
Senses passive Perception 16
Languages Common (can’t speak in dire wolf form)
Challenge 9 (5,000 XP)

Special Traits

  • Shapechanger. The dire werewolf can use her action to polymorph into a dire wolf-humanoid hybrid or into a wolf, or back into her true form, which is human. Her statistics, other than her size, AC, and hit points, remain the same for each form. Any equipment she is wearing or carrying is not transformed. The dire werewolf reverts to her human form if she dies.
  • Blood Frenzy. As a bonus action, the dire werewolf enters a battle rage. She gains advantage on Strength checks and Strength saving throws. During this rage, The dire werewolf does +2 bonus weapon damage with her melee weapon attacks.
  • Reckless Attack. When the dire werewolf makes her first attack on her turn, she can attack recklessly. This gives her advantage on melee weapon attack rolls using Strength during her turn, but attack rolls against her have advantage until the start of her next turn.
  • 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 she deals with humanoids or other civilized creatures, however, she suffers disadvantage on Charisma (Deception) and Charisma (Persuasion) checks, as well as Wisdom (Insight) checks due to her animalistic nature.
  • Moonbound. When the moon is full, The dire werewolf’s Strength and Constitution each increase by +4. These increases are already figured into her statistics.


  • Multiattack (Humanoid or Hybrid Form Only). The dire werewolf makes three attacks: three with her spear (humanoid form) or one with her bite and two with her claws (hybrid form).
  • Bite (Dire Wolf or Hybrid Form Only). Melee Weapon Attack: +9 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: +9 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 5) slashing damage.
  • Spear (Humanoid Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft. or ranged 20/60 ft., one target. Hit: 8 (1d6+ 5) piercing damage.
Section 15: Copyright Notice

Aegis of Empires 3: When Comes the Moon (5E) © 2020, Legendary Games; Authors: Matthew Goodall and Greg A. Vaughan. Adapted by Mark Hart.

This is not the complete section 15 entry - see the full license for this page