Primal Werewolf Brute

Medium humanoid (human, shapechanger), chaotic evil

Armor Class 16 in humanoid form (studded leather, shield), 13 (natural armor) in wolf or hybrid form
Hit Points 180 (24d8 + 72)
Speed 30 ft. (40 ft. in wolf form)

STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 16 (+3) 10 (+0) 11 (+0) 10 (+0)

Saves Str +7, Dex +5, Con +6
Skills Athletics +10, Intimidation +5, Perception +4, Stealth +3
Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
Senses passive Perception 14
Languages Common (can’t speak in wolf form)
Challenge 8 (3,900 XP)

SPECIAL TRAITS

  • Bloodscent. A primal werewolf brute is considered proficient in Wisdom (Survival) skill if it can use smell to track the target. Double the proficiency bonus if already proficient in Wisdom (Survival).
  • Bloodthirsty. When a primal werewolf brute takes damage in combat, it can fly into a rage as a reaction. It gains advantage on attack rolls (but provides advantage to attacker’s attack rolls) and does an extra die of damage (not included).
  • Brave. The primal werewolf brute has advantage on saving throws against being frightened.
  • Brute. A melee weapon deals one extra die of its damage when the primal werewolf brute hits with it (included in the attack).
  • Keen Hearing and Smell. The primal werewolf brute has advantage on Wisdom (Perception) checks that rely on hearing or smell.
  • Shapechanger. The primal werewolf brute can use its action to polymorph into a wolf-humanoid hybrid or into a wolf, 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.

ACTIONS

  • Multiattack (Humanoid or Hybrid Form Only). The primal werewolf brute makes three attacks: one with its bite and two with its melee weapons or two ranged attacks (if appropriately equipped).
  • Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (2d8 + 4) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werewolf lycanthropy.
  • Claws (Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 7 (3d4 + 4) slashing damage.
  • Spear (Humanoid Form Only). Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. and range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack.
  • Shield Bash (Humanoid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 9 (2d4 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

REACTIONS

  • Parry. The primal werewolf brute adds 3 to its AC against one melee attack that would hit it. To do so, the primal werewolf brute must see the attacker and be wielding a melee weapon (in humanoid form) or be in hybrid form.
Section 15: Copyright Notice

Faerie Bestiary (5E) © 2022, Legendary Games; Authors Matt Kimmel, Michael “solomani” Mifsud, Miguel Colon, Robert J. Grady, Jason Nelson, Jeff Ibach, Tim Hitchcock.

This is not the complete license attribution - see the full license for this page