Here are the stats and basic abilities of this variant. One of these abilities I added to the creature on-the-fly as it was melting against 4 PCs, I'll mark which ability it is. For the mental stats of the creature, I rolled over the NPCs stats. This werewolf is about 10 ft tall and is bone-thin, with elongated arms and black claws. Its black fur hangs off it in patches (like a dog with severe mange), the end pieces of its rib cage poke out of the skin, and its dog-like face looks like the skin is peeling off of it. Electric energy courses through the beast's body, beginning on the skin and climbing its way up to the ends of the fur.
AC:17 HP:175-225 Initiative: +4 One Action Per Turn
Ability: Siphoning Lightning - After every 3 hits, a burst of electric energy blasts from Hemwyck's (NPCs name) form. All players but make a Strength/Dexterity (I leaned more Strength but afterward one of my players suggested Dexterity) Saving Throw with a DC 16. Roll 3d4-3d8 (depending on the Level of the Party) for damage. All players take full damage (or half damage when I used this creature the first time the players could handle the full damage). Those who failed the Saving Throw are thrown 10 feet and are knocked Prone. Those who succeeded the Saving Throw are not thrown or knocked Prone. (This was the ability I created on the fly)
Has Resistance to Piercing Damage and Lightning Damage.
Otherwise, he has the standard werewolf abilities with lightning flair
Ability: Bite - +6 - 2d4+4 Piercing and 1d4 Lightning - His bite does not have the Con save as his version of lycanthropy does not spread through bites
Ability: Claw - +6 - 2d4 Slashing and 1d4 Lightning
Ability: Multiattack - +6 - 1d4 Lightning at the end of multi-attack so it only applies to the last hit regardless of whether or not it hits.
This was the creature as I have used him before. He health yo-yos a lot. His human form is that of a Level 6 Arcane Trickster who possesses a Ring of Invisibility. Would it be too much to let the electric werewolf be able to use the ring? Since his intelligence remains at 16 would letting him use his Arcane Trickster spells be a bit much? Would it be better to add some trash mobs to his fight?
I’m surprised that this doesn’t have any replies: Electric werewolf stands out as a unique concept.
“Siphon Lightning” is pretty good for an ability invented on the fly. It might be more elegant to have a 1/3 chance of triggering for every hit, but that might also be too unpredictable.
If you think he needs the extra edge, you can let him cast spells without verbal components in hybrid form. RAW, I don’t think there’s any reason that he shouldn’t be able to use the ring in hybrid form (magic equipment famously shifts size to fit its wearer), although it is a bit powerful. Nevertheless, it may be a good idea to add a couple minions, since he doesn’t have any Legendary Actions.
Here are the stats and basic abilities of this variant. One of these abilities I added to the creature on-the-fly as it was melting against 4 PCs, I'll mark which ability it is. For the mental stats of the creature, I rolled over the NPCs stats. This werewolf is about 10 ft tall and is bone-thin, with elongated arms and black claws. Its black fur hangs off it in patches (like a dog with severe mange), the end pieces of its rib cage poke out of the skin, and its dog-like face looks like the skin is peeling off of it. Electric energy courses through the beast's body, beginning on the skin and climbing its way up to the ends of the fur.
AC:17 HP:175-225 Initiative: +4 One Action Per Turn
Str: 10 Dex: 18 Con: 14 Int: 16 Wis: 12 Cha: 10 Passive Perception: 14 Keen Hearing and Smell
Ability: Siphoning Lightning - After every 3 hits, a burst of electric energy blasts from Hemwyck's (NPCs name) form. All players but make a Strength/Dexterity (I leaned more Strength but afterward one of my players suggested Dexterity) Saving Throw with a DC 16. Roll 3d4-3d8 (depending on the Level of the Party) for damage. All players take full damage (or half damage when I used this creature the first time the players could handle the full damage). Those who failed the Saving Throw are thrown 10 feet and are knocked Prone. Those who succeeded the Saving Throw are not thrown or knocked Prone. (This was the ability I created on the fly)
Has Resistance to Piercing Damage and Lightning Damage.
Otherwise, he has the standard werewolf abilities with lightning flair
Ability: Bite - +6 - 2d4+4 Piercing and 1d4 Lightning - His bite does not have the Con save as his version of lycanthropy does not spread through bites
Ability: Claw - +6 - 2d4 Slashing and 1d4 Lightning
Ability: Multiattack - +6 - 1d4 Lightning at the end of multi-attack so it only applies to the last hit regardless of whether or not it hits.
This was the creature as I have used him before. He health yo-yos a lot. His human form is that of a Level 6 Arcane Trickster who possesses a Ring of Invisibility. Would it be too much to let the electric werewolf be able to use the ring? Since his intelligence remains at 16 would letting him use his Arcane Trickster spells be a bit much? Would it be better to add some trash mobs to his fight?
I’m surprised that this doesn’t have any replies: Electric werewolf stands out as a unique concept.
“Siphon Lightning” is pretty good for an ability invented on the fly. It might be more elegant to have a 1/3 chance of triggering for every hit, but that might also be too unpredictable.
If you think he needs the extra edge, you can let him cast spells without verbal components in hybrid form. RAW, I don’t think there’s any reason that he shouldn’t be able to use the ring in hybrid form (magic equipment famously shifts size to fit its wearer), although it is a bit powerful. Nevertheless, it may be a good idea to add a couple minions, since he doesn’t have any Legendary Actions.