D&D 5E The Werewolf of Legend

Only a TPK if the party stubbornly refuses to acknowledge it may be outclassed at the moment. If you have a party that believes that there is NOTHING which cannot be defeated simply by applying enough firepower then can easily be taken out by a lot of things.

If such a creature was "put down" but the party realizes it will regen and be back up soon, they have a chance to retreat and do their research. If they believe for metagame reasons that there is nothing new that they can learn that would help them and insist on trying to finish the fight then they all deserve to die. Perhaps the next group of PCs will be smarter.

So long as dumb decisions continue to work, smarter ones will never be attempted.

My point was that you might not survive the first encounter to get away or might be too wounded to get far before it regens.

It isn't like the vampire who is a glass cannone who comes back once a night as part of its story. Werewolves stories have them as a near unkillable monster who slays almosr everyone who encounters it with its shape shifting cylces and weaknesses being the only things that saves you. Jack that up to "paragon tier" and it's "teleport/fly or die".

It is a tricky spot where you want it powerful as the tropes but not broken.
 

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I'd go immunity to non-silvered weapons, inherited silver actually shuts down its regeneration for one round (which is the way regeneration works for most creatures in the MM). Absolutely requiring inherited silver to actually harm it could be very easy or very difficult, depending on the party backgrounds. (Nobles are about the only background likely to have inherited silver available to them, though others may or may not, depending. Though it could be interesting if the urchin's token from their dead parents was made of silver.) Also, limiting it to inherited silver-only means a lot of party members could be sitting around twiddling their thumbs for the whole fight, even after they've learned how to kill it.

Definitely on-board with calling the uber-werewolf a loup-garou, though. :)
 

I would probably give it a high regeneration every round, but have damage from silvered weapons also reduce the creature's hit point maximum by the same amount (with the hit point maximum recovering at the end of a long rest (so a lot of silver damage takes at least two days to fully wear off).
Lowering max hit points is a great mechanic for showing a regenerating monster's weakness to a certain damage type. Thanks for the idea!
 

It isn't like the vampire who is a glass cannone who comes back once a night as part of its story.

That sounds really weird to me. I thought coming back to harass folks after a normal creature should have at least bled out was kind of a major part of the old tales. Hell, it matches lots of real life man-eater animal stories where the peasant folk or contracted laborers have convinced themselves the beast is some kind of spirit because it hunts them in such a terrifying way while eluding every attempt to capture or kill it.

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So, build wise, I like it being a big scary stand alone creature instead of relying on a pack, but single targets generally fare poorly with smite happy paladins walking the land. Rather than commanding a pack and summoning lots of thematic beasts I think that the dragon and lich are good places to look in the way that their presence kind of warps the land around them. In whatever area counts as its territory this means a fair bit of attrition before a party can face the big bad wolf, and then once in the actual fight with it a few lesser wolf types will be present, but not the mechanistic crutches that keep the big bad wolf standing in the fight. We're still not quite to putting it on par with a lich, dragon, or maybe even vampire lord though.

If you've actually got all of the werewolves running off to lick their rapidly healing wounds before they're struck down, then you can give them the general knocked out kind of status that adventurers get before proper death, and incidentally our big bad wolf can give them a boost to the whole standing back up thing. The inherited silver sort of weak point throws a wrench into this idea... unless your inherited silver is also expended when it's used; when you've got just the one silver bullet or a couple of arrows it's easy for there to be a few more werewolf spawn than you can put down for good, at least before dealing with the big guy. Maybe all the lesser wolves are easy enough to put down for good with regular magic, once the big bad wolf is pushing daisies.

This sort of thing sounds like the tempest of fur and rage I associate with the werewolves of old horror, while also being mechanically viable in the face of a seasoned party of adventurers, or those other creatures competing with it in your scenario.
Bonus points though, if after retreating to inherit some silver, the adventurers claw their way back into the heart of the forest to dispatch the big bad wolf, only to find that they've also got to contend with his comparably big bad mate as well.
 

For added fun, in a more campaign-oriented encounter, tie the phases of the moon to its power:

New Moon: silvered weapon stop regen
Crescent Moon: inherited silvered weapon stop regen
Gibbous Moon: Magical Inherited silvered weapon stops regen
Full Moon: Good night sally, nothing stops this regeneration machine.

or whatever floats your boat. I think a legendary werewolf needs to be a little mooney.
 

Well the way I see the Super- Werewolf fight being kinda tied to how the werewolf reached the "next level".

If it is a afflicted werewolf purposely, then you have a fighter with werewolf powers. A human mind with bestial gifts. That is the pack leading gangster.

If it is the purest form of the curse, either by being the first cursed or a naturalwerewolf born of a pair of natural werewolves... Then you have the pure monstrous beast. The other werewolves scavenge of its mayhem as it kills more than it can eat.

As for silver, it can be tricky with immunities and regeneration. But if any magic silver bypasses but inherited or holy silver does the killing blow then it become manageable. But just a high level troll fight.
 


First I would recommend a "Werewolf, Greater" before trying to get from CR 3 to "Legendary" which, as best I can determine from the MM, means a necessity of CR 13 or better.

So I'd start with a Greater Werewolf.
1) Double the CR (so, 6. Sets them, nicely, 1 above a werebear. Adds to the lycanthrope range and give the werebear something they can actually fear).
2) Makes their HP 12d8 + 36 or, for the average they use in the MM: (1/2 of 96 + 36) 84.
3) Increase Strength to 17 (+3), Con. to 16 (+3).
4) Adjust Claw and Bite attacks to +6 to hit (+3 damage). Give them a different weapon for their humanoid form, if you want.

5) Add damage resistance: poison, necrotic.
6) Add condition resistance to poisoned, charmed (helps add that threat to vampires thing in, if you want that. They're difficult to charm.)
7) Add condition immunity to frightened (other than from a superior werewolf).

8) Alter Shapechanger: altering form requires only a bonus action. The form is that of a Dire Wolf instead of a normal wolf.

9) Add Spider Climb. (hybrid form only) Not the best name, but that's what they're using in the MM for something that can climb walls and ceilings. Their claws and preternatural strength should be good for climbing vertical surfaces and upside down...maybe limited upside down movement to half and/or require the use of bother hands and feet. Besides, vamp's have it and if I'm to understand properly, these guys are going to have to be going up against them (and liches and dragons, no less) regularly. So seems like a wise addition.

10) Add Pack Tactics: as the standard wolf/hobgoblin ability but applies in wolf, hybrid or humanoid forms.

11) Add Lunar Regeneration, same as a standard troll (10 HP at start of each turn, requiring the fire or acid to stop), with the exception that for three days prior to, during, and 3 days following a New Moon, the werewolf does not/can not regenerate. This is likely one of the reasons there seem to be very few werewolf attacks/sightings when the moon is dark. Regeneration is also stunted by silver damage, see Silver Vulnerability below.

...annnnd...
12) Add Silver Vulnerability. The werewolf can not abide the touch of silver. Objects, whether weapons attacks or not, made of silver that touch the greater werewolf deal 6 (1d8 +2) of radiant damage to the werewolf. This damage continues each round they remain in contact. Damage taken by silver comes off of the werewolf's hit point maximum and requires a full 24 hours [per 6 HP, or per long rest if you prefer the terminology] to regenerate/restore the werewolf's hit point maximum to normal. Additionally, they will not cross even trace amounts of the harmful metal, scrolling in doors or walls, built into doorframes/thresholds, lines of powdered silver dusting window sills or other portals, etc... though will always seek to circumvent it if they can/have some reason to (otherwise they will simply seek out easier/safer hunting elsewhere).

There's a "Greater Werewolf/Lycan/Lupomorph/whatever you want to call them."

From there, it is not so far a jump to "Legendary Werewolf"/"Pack Source"/"Alpha Elder" or...if I may, the "Worglord", or whatever you want to call them.

In addition to all of the traits of the Greater Werewolf, the Worglord receives the following attributes:
1) Increase to CR 13.
2) HP: 19d8 +72 (148)
3) Strength to 20 (+5), Con. to 19 (+4), Claw/Bite/Rend (see below) attacks +10 to hit, +5 damage.

4) Damage resistances: Necrotic, Silvered non-magic weapons.
5) Damage Immunities: Non-magic weapons that aren't silvered, poison
6) Condition Resistances: Prone, Grappled, Stunned
7) Condition Immunities: Charmed, Frightened, Restrained (other than by silver).

Now, the good stuff...
8) Shapechanger: altering form requires only a bonus action. The form is that of a worg (or dire wolf, if you don't want to go worg) of the largest size instead of a wolf and the Worglord can speak normally in any language they know while in all forms.

9) Superior Hearing and Smell: is +5 and has advantage on Perception checks.

10) Darkvision: to 120'

11) Legendary Resistance: as normal.

12) Regeneration: as the vampire (20HP at start of each turn) except sunlight, running water, and holy water have no effect on the Worglord. If they take damage from radiant, fire, acid, or silver damage, they are prohibited from regenerating the following round. But after that, even damage from silver regenerates normally. The Worglord is also capable of regenerating regardless of the phases of the moon.

13) Silver Vulnerability: as above, except the Worglord can regenerate silver damage normally after 1 round of having their regeneration stunted, as detailed under Regeneration.

Actions:
11) Multiattack: (any form) The Worglord makes 3 attacks, 2 with its claws and 1 with its bite.

12) Shredding Claws:(Humanoid or Hybrid forms only) Melee Weapon Attack The Worglord can partial shape its humanoid hands into its werewolf claws. With these claws it can make two separate claw attacks against two different targets within its reach.

13) Spider Climb, as above.

14) Rend: Melee Weapon Attack If the Worglord hits with a claw attack, it can take a bonus action to attack with the other even if they've already made a second claw attack. If the second claw hits, the Worglord rends the target, claw damage from each attack is automatically maximum (including Strength bonus) and doubled.

15) Lord of Lupines: Werewolves (greater or lesser) and wolf-based creatures (including worgs and winter wolves) will not willfully attack the Worglord. Any creature being otherwise controlled or commanded to do so must beat a DC 15 Cha. check to attack at all and, if successful, their attack is made with disadvantage. Wolves and lupine creatures not otherwise being controlled will follow verbal commands of the Worglord. If under some other charm or magical control, the Worglord can use an action to make a Cha. check against the DC of the magic controlling the wolf creatures to usurp control of them. This usurps control of all creatures effected by the same magic/effect regardless of total CR or numbers.

16) Howl of Horror (recharge 4-6): The Worglord uses one of the following Howl attacks.
  • Horrifying Howl: All non-wolves/werewolves within 300' must make a DC 17 Wisdom save of suffer the Frightened Condition for one minute.
  • Stunning Howl: The Worglord pitches a howl into a 30' cone of focused soundwaves. All creatures within the area must succeed a DC 13 Constitution check. On a failed save, the creature is Deafened for 1 minute and Stunned until the end of their next turn. On a successful save, the creature is deafened but not stunned.
  • Summoning Howl: The Worglord sends out a howl to its minions. Up to 3d8 wolves or 2d8 dire wolves (or winter wolves if appropriate to the terrain) or 2d6 werewolves. They arrive in d4 rounds, will fight to the death and otherwise follow all commands of the Worglord.

Legendary Actions: The Worglord gets 2 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 worglord regains legendary actions at the start of its turn.
  • Move: the Worglord moves up to speed without provoking opportunity attacks.
  • Shapechange: The Worglord can alter their form from Humanoid to Hybrid to Wolf/Worg-form or any variation thereof.
  • Multiattack: the worlgord takes its normal 3 physical attacks.
  • Howl: the worglord can make a roll to see if its howl ability recharges. If it does, they may use this legendary action to make a howl attack if they wish.
 
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First I would recommend a "Werewolf, Greater" before trying to get from CR 3 to "Legendary" which, as best I can determine from the MM, means a necessity of CR 13 or better.
...

I'm not the OP, but I think you have a lot of good stuff here. One correction, though -- there are a few relatively low CR legendaries. The big example is the Challenge 5 Unicorn.

I think the OP just wants a high CR legendary for this project; I don't think it's a general requirement :)
 

I'm not the OP, but I think you have a lot of good stuff here. One correction, though -- there are a few relatively low CR legendaries. The big example is the Challenge 5 Unicorn.

I think the OP just wants a high CR legendary for this project; I don't think it's a general requirement :)

Ah. Good point. Missed/forgot about the unicorn.

But yeah, for the OP's purposes, with vamps being CR 13 and all, I think you need, at least, a werewolf-lord/master/legendary source that can match that...and/or a "pack" of [greater] ones that can be a true threat/concern for a single vampire caught in the proverbial wrong place/wrong time.

Otherwise, for other readers' purposes, you're right. Simply using the above "Greater Werewolf" and throwing on the Howl, Legendary Resistance, and Legendary Actions options would/could suffice for a "simple" CR 6 legendary werewolf.
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