Werewolf Lord

Family: Lycanthropes

Medium humanoid (canine, human, shapechanger), chaotic evil

Armor Class 17 (natural armor)
Hit points 90 (12d10 + 24)
Speed 30 ft. (40 ft. in wolf form)

18 (+4) 14 (+2) 14 (+2) 10 (+0) 12 (+1) 16 (+3)

Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
Skills Intimidation +6, Perception +4, Stealth +5, Survival +4
Senses passive Perception 14
Languages Common (can’t speak in wolf form)
Challenge 7 (2,900 XP)

Special Traits

  • Keen Hearing and Smell. The werewolf lord has advantage on Wisdom (Perception) checks that rely on hearing or smell. Pack Tactics. The werewolf lord has advantage on an attack roll against a creature if at least one of the werewolf lord’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Shapechanger. The werewolf lord can use its action to polymorph into a wolf-humanoid hybrid or into a dire wolf, or back into its true form, which is Medium-sized humanoid. Its statistics, other than its size 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


  • Multiattack (Humanoid or Hybrid Form Only). The werewolf lord makes two attacks: two with its longsword or longbow (humanoid form) or one with its bite and one with its claws (hybrid form).
  • Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage. If the target is a humanoid, it must succeed on a DC 13 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: 11 (2d6 + 4) slashing damage.
  • Longsword (Humanoid Form Only). Ranged Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands to make a melee attack.
  • Longbow (Humanoid Form Only). Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
  • Leadership (Recharges after a Short or Long Rest). For 1 minute, the werewolf lord can bark a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it is a member of the werewolf lord’s pack. A creature can benefit from only one Leadership die at a time. This effect ends if the werewolf lord is incapacitated.


This werewolf looks bigger and tougher than its fellows.

Stronger, hardier, and more deadly than its lesser fellows, the werewolf lord is a murderous beast that delights in wreaking havoc. Werewolf lords are the alphas of any pack, dominating smaller werewolves through threats and violence. They are capable fighters in their human form, and their aggressive nature carries over in whatever shape they take.

Section 15: Copyright Notice

5E RPG: Gothic Adventures. Copyright 2021, Mal and Tal Enterprises, LLC; Author Michael Tresca.

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