Numerous people ask this question: “what type of creature is a Werewolf 5e?” It’s a shape-shifting predator in Faerun who can change into a humanoid, wolf, or hybrid. They aren’t immune to silver or magical weapons, and they can renew their injuries as well. However, they are resistant to bludgeoning, piercing, and slashing from non-magical and non-silver items. In human form, werewolves generally have augmented senses, a short temper, a 10ft speed boost and an urge to eat rare meat. Moreover, the ones who are infected can’t control their transformation during the full moon.
Some of the wolves who are born with the curse can afflict others and control their transition.
More about DnD 5e werewolf
Wolves form packs because they aren’t welcomed in a civilized society. Some run away after getting infected, while some flee because they reject the curse and are afraid of the consequences. The others accept their destiny; however, they fear being caught.
Werewolves are at their most terrifying form as a hybrid with a human body and a werewolf head. They can use weapons, but they usually use their claws and bite to defeat the enemy.
These lycanthropes can endure any climate, either in the wild or in civilization. An alpha commands the whole werewolf pack, and their beliefs and ideals depend on their leader’s values. The majority of werewolves worship Malar; however, you might come across a few non-evil wolf packs who worship Selûne. The evil lycanthropes hide in plain sight and cause bloodshed and terror at night, mainly during the full moon. The good ones prefer staying in the wild, away from the prying eyes of the civilized people.
How do you become a werewolf in 5e?
This curse can spread in a person if a lycanthrope injured them or if their parents were lycanthropes.
Can lycanthropy be cured 5e?
The remove curse spell can cure those who are infected, but those born with it can only escape this fate if they wish for it. So yes, lycanthropy has a cure.
The remove curse spell can cure those who are infected, but those born with it can only escape this fate if they wish for it.
Anyone can get infected by this curse, and once they do, there’s no turning back. They might not sense the symptoms at first and appear normal, but it’s only a matter of time that they start resembling an animal. If you look closer, their eyes have a fire in them, and it’s filled with extraordinary intelligence. Their eyes might appear red in the dark as well.
A cursed person is free to choose whether to embrace the curse or reject it. If they choose the latter, an inner battle ensues wherein they lead an everyday life as a human, suppressing the ravenous urges. However, it might become difficult to restrain themselves during a full moon. They’d either give in and turn into a beast or resist and become a hybrid. As the moon descends, they’ll return to their natural self. Those who are unaware of their condition wouldn’t have any memory of it, but it’d haunt them in their dreams.
If the character chooses the former option of accepting the curse, they’d soon be able to train themselves to control their transformation at will. However, most werewolves who embrace this side become evil, manipulative, and full of bloodlust.
List of famous werewolves
The werewolf race has a few notable names you might know. Take a look –
- Talbot Uskevren – He’s the second son of the Sembian noble “Thamalon Uskevren.
- Feena Archwood – She’s the daughter of Rusk and Maleva and Selûne’s cleric.
- Rusk – He’s an alpha of a pack in Archwood and the cleric of Malar as well
- Maleva – She’s the cleric of Selûne and Feena’s mother.
- Sorcia – She’s a member of Rusk’s pack and an elven werewolf.
- Darrow – He’s a hybrid and worked for Stannis Malveen earlier.
- Karnek, Morrel, and Brigid – They arehybrids in Rusk’s pack.
- Bidderdoo Harpell – He belongs to the peculiar wizard group of Harpells.
- Urtos Phylund II – The patriarch of Waterdeep’s noble Phylund family.
Features of werewolves
5e werewolves possess numerous attributes, and they are as follows –
- Shapechanger – As mentioned earlier, these DnD werewolves can either change into a wolf, hybrid or usual self. Its werewolf stats remain the same, except its AC. As they transform, their equipment doesn’t change, and if they die, they return to their human form.
- Keen hearing and smell – Wisdom (Perception) checks are an advantage for them as they depend on their sense of hearing or smell.
- Multiattack – This action allows them to attack with their bite and another one with their claws or spear. It’s applicable as a humanoid or a hybrid.
- Bite – They can use this action only as a wolf or a hybrid. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. A humanoid should succeed while going for a DC 12 Constitution saving throw if they are the target or end up being cursed.
- Claws – Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (2d4 + 2) slashing damage. It’s possible only in the hybrid form, though.
- Spear – 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 go for 6 (1d8 + 2) piercing damage if you’re using two hands for a melee attack.
Player characters as lycanthropes
Those who become a lycanthrope don’t lose their statistics apart from the one mentioned by their type. They can acquire a speed boost only in non-human form and damage immunities, actions, and traits without weapons. A lycanthrope can’t speak in werewolf form and depend on their claws and bite to attack as it affects the damage in the stats.
If a human is about to be cursed with lycanthropy, they must use Constitution saving throw or face the curse. If they accept the condition, their alignment will change according to the lycanthrope. It’s up to the DM that the alignment would put them under their thumb till they don’t escape the curse.
A werewolf will acquire a Strength of 15 if their score isn’t high already, as the damage and attack rolls are based on Strength. They get +1 AC under the wolf or hybrid form.
Updates in the D&D werewolf 5th edition
Werewolves 5e came up with some new updates, and one of them is that one werewolf can only hurt another by pushing them off a cliff, which seems odd.
This implies that a were wolf can’t attack another wolf with its claws, bite, or weapons. Since they can’t acquire magical items easily as well, that’s out of option. However, there’s a loophole. Werewolves are safe from damage made through attacks. So if they come up with an idea of defending themselves from the damage in a non-attack manner, that’s all they’ll need then.
You can do this by employing the falling damage. You must take a 1d6 damage for every 10ft you fall, and numerous places at a higher altitude would become available. For instance, if a Dungeons and Dragons werewolf throws someone off a cliff, it’d reduce 58 hit points of theirs.
Another option is to create an environmental hazard like starting a fire because it’d give you an upper hand over your opponent. The easiest option is to acquire magic and use it to defeat them.
Yes, you can be a werewolf in DnD 5e if your DM allows it in the campaign. If they do, even if it’s with a few restrictions, you can get cursed and play a werewolf in the game.
This is all about one of the most famous lycanthrope, werewolf 5e. They are vicious creatures, which makes it even more fun and dangerous to indulge in this storyline.