Lycanthrope, Primal Werewolf Template

Lycanthropy is one of the most dreaded of all curses, turning allies and friends into ravening beasts. A primal lycanthrope is infused with extreme wildness due to a connection with the fey realms or other fonts of nature magic and primal power. A humanoid can become a primal lycanthrope if it is infected by lycanthropy and of the appropriate Challenge. It keeps its statistics, except as follows.

  • Challenge. A creature gains abilities based on its Challenge (or character level at the GM’s discretion). See the “Table: Primal Lycanthrope Abilities” table, gaining all of the listed abilities up to its new Challenge.
  • Damage Immunities. The primal lycanthrope gains immunity to bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
  • New Actions and Traits. Depending on the Challenge of the original creature it may gain additional traits and abilities. A lycanthrope’s Challenge as described in the core rules determines its starting level (for example, 3 for werewolves, 4 for wereboars etc.). It gains additional abilities based on how much higher is the base creatures Challenge above the original lycanthrope. For example, a Challenge 8 Assassin has a Challenge 5 levels higher than a werewolf. Therefore, it would consult the +5 row and gain all the abilities listed in that row and all rows that precede it.
  • Bloodscent. A primal lycanthrope is considered proficient 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 lycanthrope takes damage in combat, it can fly into a rage as a reaction. It gains advantage on attack rolls (but provides advantage to attackers) and does an extra die of damage until the end of its next turn.
  • Brotherhood of the Skin (1/Day). The primal lycanthrope gains access to the conjure animal spell with the additional restriction it may only summon creatures of its type. However, summoned animals have maximum hit points.
  • Enhanced Rage. While raging the primal lycanthrope can set its Strength (or Dexterity) to 20 for the duration.
  • Great Beast. When in animal or hybrid form the primal lycanthrope may increase its size by one step. The primal lycanthrope’s size doubles in all dimensions, and its weight is multiplied by eight. While enlarged the primal lycanthrope has advantage on Strength checks and Strength saving throws. While in great beast form the primal lycanthrope does an additional die of damage.
  • Herald of the Skin. A primal lycanthrope can see, hear, and speak through the body of an animal it has summoned. The primal lycanthrope can use this ability indefinitely on one creature at a time, as long as it and the summoned creature remain on the same plane. A primal lycanthrope using this ability can’t move but is still aware of its surroundings and can end this ability at will. In addition, when it summons animals using its brotherhood of the skin ability it can designate one as its herald; this herald does not disappear after one hour but serves until death. This herald has maximum hit points and adds the primal lycanthropes proficiency bonus to all saving throws, attack rolls, and weapon damage rolls. As long as the herald lives, the number of creatures the primal lycanthrope summons is reduced by 1 each time it uses its brotherhood of the skin ability.
  • Impervious Skin. A primal lycanthrope’s gains a damage threshold of 5 points that only silver can bypass.
  • Powerful Rage. A mythic lycanthrope may use its Challenge as if it were the lycanthrope’s barbarian level when determining damage bonus while raging (see Table: The Barbarian in the 5E SRD for details).
  • Regeneration. A primal lycanthrope gains regeneration equal to half its CR. If the lycanthrope takes damage from weapons coated in silver, this trait doesn’t function at the start of the lycanthrope’s next turn. The lycanthrope dies only if it starts its turn with 0 hit points and doesn’t regenerate.
  • Run with the Pack (3/Day). A mythic lycanthrope can touch a creature and polymorph it into an animal or dire animal of its type. A successful Constitution save (DC 8 + proficiency bonus + Wisdom modifier) negates this transformation and grants immunity to this effect for 24 hours. A failed save forces the target into animal form for a number of minutes equal to the lycanthrope’s Challenge, at which point the target gains a second saving throw. If failed, the transformation lasts for an additional 24 hours, after which a third save is allowed. If failed, the transformation becomes permanent.
  • Skintalker. A mythic lycanthrope can converse with animals of its type as if they shared a anguage and has advantage on Charisma based skill checks with such animals.
  • Sovereign Skin. The primal lycanthrope has a chance to shrug off critical hits. Any attacker who lands a critical must reroll the attack. The attack will still hits, the reroll is to confirm if it is a critical or not.
  • Wild Hunt (1/Day). A primal lycanthrope can declare a creature its quarry. When making this declaration it may extend this ability to a number of creatures equal to its Challenge. A primal lycanthrope and any creature it has designated as part of the wild hunt gains a passive Survival skill of 10 + their Wisdom (Survival) skill allowing it to track without rolling. The wild hunt also has +2 to attacks against the designated quarry. Finally, the wild hunt increases their movement speed by 10 feet and have advantage on any checks that would result in gaining a level of exhaustion. The wild hunt lasts for 24 hours at which point the benefits fade or when the quarry is killed.
  • Legendary Actions A primal lycanthrope can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. A primal lycanthrope regains spent legendary actions at the start of his turn.
  • Attack. The primal lycanthrope makes an attack.
  • Legendary Initiative (Costs 2 Actions). The primal lycanthrope can take a second Action from its list of available options.
  • Howl of Lunacy (Costs 3 Actions). The primal lycanthrope gains an additional use of the brotherhood of the skin ability. The concentration modifier is removed for the length of the encounter.
Table: Primal Lycanthrope Abilities
Challenge Abilities
+0 As base lycanthrope (gains the shapechanger, keen hearing and smell trait, as well as the hybrid and wolf form)
+1 Bloodthirsty
+2 Bloodscent
+3 Skintalker
+4 Regeneration
+5 Powerful Rage
+6 Brotherhood of the skin
+7 Enhanced rage
+8 Sovereign skin
+9 Great beast
+10 Herald of the skin
+11 Run with the pack
+12 Impervious skin
+13 Wild hunt
+14 Legendary Actions
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Faerie Bestiary (5E) © 2022, Legendary Games; Authors Matt Kimmel, Michael “solomani” Mifsud, Miguel Colon, Robert J. Grady, Jason Nelson, Jeff Ibach, Tim Hitchcock.

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