Shapechanger. The warwolf 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 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.
Keen Hearing and Smell. The warwolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Moonsilver Tattoos. The warwolf's tattoos produce a number of magical effects.
Eldritch Maul. As a bonus action, the warwolf can empower its Claw attacks for 1 minute. For the duration, each of its melee weapon attacks can reach a target up to 30 feet away from it, as tendrils of mercury launch from its claws toward the target. In addition, its melee weapon attacks deal an extra 1d6 force damage on a hit. Once used, this bonus action can’t be used again until the next dawn.
Innate Spellcasting. can cast Enlarge/Reduce with no material components once per Full Moon.
Mercurial Hide. The warwolf's skin is supernaturally resistant to damage, rippling and rolling around attacks or absorbing them entirely. The color of their tattoos indicates an elemental resistance - red for fire, white for force, and blue for ice.
Multiattack. (Humanoid or Hybrid Form Only). The warwolf makes two attacks: two with its spear (humanoid form) or one with its bite and one with its claws (hybrid form).
Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) 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: +5 to hit, reach 5 ft., one creature. Hit: 7 (2d4 + 3) magical slashing damage.
Eldritch Maul. (Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 30ft., one creature. Hit: 11 (2d4+1d6+4) magical slashing damage.
Spear (Humanoid Form Only). Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.
Description
A werewolf is a savage predator that can appear as a humanoid, as a wolf, or in a terrifying hybrid form—a furred and well-muscled humanoid body topped by a ravening wolf’s head.
A lycanthrope variant appeared during the war with the Dark Lord whose hide was covered in glowing sigil tattoos that granted them abilities above and beyond their un-inked brethren. "Warwolves" have tattoos that glow red, white, or blue in the light of the moon, and served as shock troops as they grew into their ogre-sized hybrid forms, their dagger-like claws gleaming like mercury in moonlight.
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