Fury: While it has 100 hit points or lower, or the full moon is up in the sky, the werewolf has advantage on attack rolls. Additionally, the werewolf's melee attacks score a critical hit on a roll of 18-20.
Keen Hearing and Smell. The ulfhedinn has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Legendary Resistance (3/Day). If the werewolf fails a saving throw, it can choose to succeed instead.
Magic Attacks. The werewolf's weapon attacks are magical.
Pounce. If the werewolf moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If the target is prone, the werewolf can make one bite attack against it as a bonus action.
Multiattack. The ulfhedinn uses its Frightful Presence, and makes two claw attacks and one bite attack.
Bite. Melee Weapon Attack: +12 to hit, reach 5ft.,one target. Hit: 24 (3d10 + 7) piercing damage. If the target is a humanoid, it must succeed on a DC 16 Constitution saving throw or be cursed with werewolf lycanthropy.
Claw. Melee Weapon Attack: +12 to hit, reach 5ft., one target. Hit: 16 (2d8 + 7) slashing damage.
Frightful Presence. Each creature of the werewolf's choice that is within 120 feet of the werewolf and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the werewolf's Frightful Presence for the next 24 hours.
The ulfheddin 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. The werewolf regains spent legendary actions at the start of its turn.
Move. The werewolf moves up to its speed without provoking opportunity attacks.
The Beast Within (Costs 2 Actions). The ulfheddin targets one creature cursed with lycanthropy that it can see within 60 feet of it. The target must succeed on a DC 18 Wisdom saving throw. On failure, the creature instantly polymorph into its hybrid form, cannot shapeshift back to other forms, and is charmed by the ulfhedinn. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Eye of Winter (Costs 2 Actions). The ulfheddin targets one creature that it can see within 60 feet of it. The target must succeed on a DC 18 Constitution saving throw, taking 27 (6d8) cold damage on a failed save, or half as much damage on a successful one. If the target fails the saving throw, it is also petrified, encaised in ice until the end of the werewolf's next turn.
Description
Werewolf - Ulfhedinn
“Ulfhedinn? What's that, some kind of fish?” - Professor Artibus Joannes Rack, geographer, disappeared during a surveying expedition in the northern lands.
Winter's Fury. Ulfhedinn are a breed of werewolf found mainly in arctic or cold parts of the world. The harsh and barren conditions of these lands might explain why they primarily hunt men and are stronger than their southern brethren. They have an intimate connection with the forces of winter and thrive in freezing temperature, using blizzard and snow storm to dissimulate their approach. Only a few daring warriors in history have managed to defeat an ulfhedinn, and each of them is commemorated in ballads as a hero to this day.
Too Far Gone. It is believed that ulfhedinn were once simple werewolves, but in time empowered the curse by killing and feeding on countless human lives. As their power grew, so did the curse, and they finally became incapable to take any other form than that of a deadly hybrid. The werewolf became their true nature, and the person they once were is definitively gone. No stories exist of ulfhedinns being freed from their curse, and most experts agree that the curse is simply impossible to break once it reaches that point. Some rare texts also mention a potent curse that can only be performed during the winter solstice, a curse capable of turning a murderer dressed with a winter wolf pelt into an ulfheddin.
Predator King. Ulfhedinn are often called “Wolf King” in ballads and legends, and indeed packs of predator seem to instinctively defer to them, particularly dire wolves and winter wolves. The pack show signs of respect to the werewolf, leaving fresh kill at the entrance of its cave or directing preys toward its lair, cutting all possible retreat and watching their supreme alpha take the kill. Those affected by lycanthropy can feel their inner beast stir within them as the werewolf approaches, for these predator kings have the power to awake the beast inside any cursed shapeshifter, forcing them to change and serve him as the king of hunters.
Unbreakable Curse
The ulfhedinn is what awaits every werewolf that lives long enough to take countless lives and become a monster driven only by a constant bloodlust. Lycanthropy can usually be cured with magic, such as the remove curse spell or more powerful effects, but in the case of the ulfhedinn, such spells are useless. There is no known way to reverse the curse once it progresses that far, the person they once were is only vaguely present in some small habits or the werewolf favorite prey.
Lair and Lair Actions
An Ulfhedinn’s Lair
Ulfheddin favor caves or abandonned structures located deep in snowy forests or high in the mountains to make their lair. The ground is littered with the bones from their past hunts.
Regional Effects
The region containing an ulfhedinn's lair is altered by the creature's presence, creating the following magical effects:
- The weather is always cold and unforgiving in the region. The ulfhedinn, can call on heavy snow storm and extreme cold at will (Heavy Precipitation & Extreme Cold, p.110 of the Dungeon Master’s Guide)
- Packs of dire wolves and winter wolves roam the region. The creatures are charmed by the ulfhedinn and are extremely aggressive toward intruders in the area
- Lycanthropes can feel the power of the ulfhedinn affecting them while they are in the region. A creature cursed with lycanthropy that is taking a long rest in the region must succeed on a DC 14 Wisdom saving throw. On failure, the creature polymorph into its hybrid form and act accordingly to the alignment of its form of lycanthropy for the duration of the long rest. The creature has no recollection of what it did while transformed.
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