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Vargr

Heart of the Pack


Natural Lycanthropes. Vargr are pureblooded werewolves, A vargr is natural pack leader. Its presence
born under a blood moon or from the union of two galvanizes and coordinates a werewolf pack far
werewolves. As such, they are natural lycanthropes and are beyond what any regular pack alpha would. Under a
one with their curse. In time they grow in strength and power vagr’s command, a werewolf pack is a formidable
far beyond that of a regular werewolf. They can shapeshift adversary, fighting and hunting as one:
effortlessly between their various forms and are far larger
than any other werewolf under their wolf and hybrid form. Shared Legendary Actions
This is reflected in their humanoid form as well, as they are Werewolves that are within 120 feet of a vargr can
much taller than any common member of their race. If collectively take 3 legendary actions, choosing
necessary, vargr can pass for humanoids for a short amount from the options below. Only one legendary action
of time, but most hate doing so. Their violent and dominant option can be used at a time, and only at the end of
nature is rarely contained for long, and the disdain for their another creature's turn. Werewolves regain spent
fangless and clawless shape quickly becomes apparent to all. legendary actions at the start of the vargr's turn.

Silent Hunter, Furious Killer. Just like wolves vargr are Fast Change. A werewolf of the pack polymorph
patient and silent hunters, stalking their prey and looking for into its hybrid or wolf form.
the weakest member of a group to ambush. A vargr favors Rush Attack. A werewolf of the pack moves up to
night hunt, following its quarry silently for hours, its speed, then makes a bite attack.
maneuvering its pack into an advantageous position before Pack Unity (Costs 2 Actions). Each werewolf's within
striking all at once. If the attack looks unsuccessful at first, it 120 feet of a vargr can't be charmed or
frightened until the end of vargr's next turn.
will retreat, regenerate its wounds and resume the stalk. This Call the Pack (Cost 3 Actions). The werewolves howl
harassment continues and repeat throughout the night, in unisson to call 1d6 wolves or 1 dire wolf. The
leaving no time for its prey to rest and recover. Finally, shortly called creatures arrive in 1d4 rounds, acting as
before dawn, it launches a final assault on its exhausted prey. allies of the pack. The beasts remain for 1 hour,
or until a werewolf of the pack dismisses them
Cursed Bond. The most powerful vargr becomes pack as a bonus action.
alphas, often by beating other contenders into submission.
These vargr exude power and leadership, uniting a pack to a
supernatural degree. Under a vargr bond, a werewolf finds a
true sense of belonging in the pack, as its curse entwines
with each member of the pack. It will more readily accept its
curse and leave its old life behind, as the bond supersede any
sense of belonging and community that it felt before. Those
that have felt the cursed bond will forever be in its thrall, even
if freed from their lycanthropy, they will always feel its
beckoning in their heart and it is not rare for them to seek out
the curse once more.
Vargr Vargr Alpha
Medium humanoid (human, shapechanger), chaotic Medium humanoid (human, shapechanger), chaotic
evil evil

Armor Class 12 in humanoid form, 15 (natural armor) Armor Class 12 in humanoid form, 17 (natural armor)
in dire wolf or hybrid form in dire wolf or hybrid form
Hit Points 78 (12d8 + 24) Hit Points 127 (17d8 + 51)
Speed 30 ft. (50 ft. in dire wolf form) Speed 30 ft. (50 ft. in dire wolf form)

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 14 (+2) 10 (+0) 14 (+2) 10 (+0) 21 (+5) 14 (+2) 17 (+3) 10 (+0) 14 (+2) 14 (+2)

Skills Perception +8, Stealth +8 Skills Perception +8, Stealth +8


Damage Immunities bludgeoning, piercing, and Damage Immunities bludgeoning, piercing, and
slashing damage from nonmagical weapons that slashing damage from nonmagical weapons that
aren't silvered. aren't silvered.
Senses darkvision 60 ft, passive perception 18 Senses darkvision 60 ft, passive perception 18
Languages Common (can't speak in dire wolf form) Languages Common (can't speak in dire wolf form)
Challenge 5 (1,800 XP) Challenge 8 (3,900 XP)

Shapechanger. As a bonus action, The vargr can Shapechanger. As a bonus action, The vargr can
polymorph into a Large wolf-humanoid hybrid or into polymorph into a Large wolf-humanoid hybrid or into
a dire wolf, or back into its true form, which is a dire wolf, or back into its true form, which is
humanoid. Its statistics, other than its AC and size, humanoid. Its statistics, other than its AC and size,
are the same in each form. Any equipment it is are the same in each form. Any equipment it is
wearing or carrying isn't transformed. It reverts to its wearing or carrying isn't transformed. It reverts to its
true form if it dies. true form if it dies.
Keen Hearing and Smell. The vargr has advantage on Cursed Bond. Each creature cursed with werewolf
Wisdom (Perception) checks that rely on hearing or lycanthropy that starts its turn within 10 feet of the
smell. vargr must succeed on a DC 16 Wisdom saving
Regeneration. The vargr regains 5 hit points at the throw or be charmed by the vargr until the start of
start of its turn if it has at least 1 hit point. If the the creature's next turn.
vargr takes damage from a silvered weapon, this trait Heart of the Pack. The vargr's allies have advantage on
doesn't function at the start of the vargr's next turn. melee attack rolls against any hostile creature within
5 feet of the vargr.
Actions Keen Hearing and Smell. The vargr has advantage on
Multiattack (Humanoid or Hybrid Form Only). The Wisdom (Perception) checks that rely on hearing or
vargr makes three attacks: one with its bite and two smell.
with its claws.
Regeneration. The vargr regains 10 hit points at the
Claws (Hybrid Form Only). Melee Weapon Attack: +7 start of its turn if it has at least 1 hit point. If the
to hit, reach 5ft., one target. Hit: 8 (1d8 + 4) slashing vargr takes damage from a silvered weapon, this trait
damage. doesn't function at the start of the vargr's next turn.
Bite (Dire Wolf or Hybrid Form Only). Melee Weapon Actions
Attack: +7 to hit, reach 5 ft.,one target. Hit: 13 (2d8
+ 4) piercing damage. If the target is a humanoid, it Multiattack (Humanoid or Hybrid Form Only). The
must succeed on a DC 14 Constitution saving throw vargr makes three attacks: one with its bite and two
or be cursed with werewolf lycanthropy. with its claws.
Claws (Hybrid Form Only). Melee Weapon Attack: +8
Reactions to hit, reach 5ft., one target. Hit: 12 (2d6 + 5)
Harrier (Dire Wolf or Hybrid Form Only). In response slashing damage.
to a visible enemy moving out of its reach, the vargr
Bite (Dire Wolf or Hybrid Form Only). Melee Weapon
can make one melee weapon attack with advantage
Attack: +8 to hit, reach 5 ft.,one target. Hit: 16
against the moving creature. If the attack hits, the
(2d10 + 5) piercing damage. If the target is a
target's speed becomes 0 until the end of its turn.
humanoid, it must succeed on a DC 15 Constitution
saving throw or be cursed with werewolf lycanthropy.

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