Werewyrm (Weredragon) | Free 5e & PF2e Monster
Written by Hana the Lorekeeper
There are many myths regarding the origin of weredragons, which are the rarest of lycanthropes. One says that if an adventurer fights a dragon and survives but is bitten, there’s a chance they’ll transform into a weredragon. Alternatively, a dragon can bless a person with weredragon abilities, fusing a part of their soul to the recipient. These are not dragonborn or half-dragons; they are something more because of a dragon’s innate magic. One thing is certain: unlike other forms of lycanthropy, weredragons do not spread their curse alone. Something else is required.
Versions for both 5e and Pathfinder 2e are included.
If you're looking for more monsters like this or other 5e and PF2e resources, check out our entire collection of Lair Magazine issues. This particular monster came from the October 2023 Issue, Luna & Lycan, where you can find more monsters and lycanthropy resources!
Werewyrm
Feared and Revered. The mere existence of a werewyrm is something that many people do not understand. There are many types of dragon-like creatures, but werewyrms are still humanoid at their very core, even though they may be infused with draconic magic. While not powerful enough to produce a breath weapon, wisps of elemental energy still power their attacks.
Werewyrm - 5e
Medium humanoid (human, shapechanger), any alignment (usually the same as their draconic origin)
Armor Class 15 in humanoid form, 18 in wyrm or hybrid form (natural armor)
Hit Points 78 (12d8 + 24)
Speed 30 ft., fly 30 ft. (when in hybrid or wyrm form)
STR |
DEX |
CON |
INT |
WIS |
CHA |
16 (+3) |
14 (+2) |
15 (+2) |
8 (-1) |
10 (+0) |
10 (+0) |
Saving Throws Con +5
Skills Athletics +5, Perception +2
Damage Immunities one type determined by Draconic Origin; bludgeoning, piercing, and slashing from nonmagical attacks that aren't made of dragon materials
Senses darkvision 60 ft., passive Perception 12
Languages Common, Draconic (can't speak in wyrm form)
Challenge 6 (2,300 XP) Proficiency Bonus +3
Shapechanger. The werewyrm can use its action to polymorph into a dragon-humanoid hybrid or into a dragon, or back into its true form, which is humanoid. Its statistics, other than its AC, 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.
Draconic Origin. Choose one of the following damage types: acid, cold, fire, lightning, or poison. The chosen type is the associated damage type of the dragon that gave the werewyrm their power. On one attack per round the werewyrm can deal an additional 9 (2d6 +2) damage of the type associated with its draconic origin.
Actions
Multiattack. The werewyrm makes three attacks with its longsword (humanoid form), one with its bite and two with its longsword (hybrid form), or two with its claws and one bite (wyrm form).
Bite (Hybrid or Wyrm Form Only). Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (2d10 + 3) piercing damage.
Claw (Hybrid or Wyrm Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Longsword (Humanoid or Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.
Werewyrm Creature 12 - PF2e
NE, Medium, Dragon, Human, Humanoid, Werecreature
Perception +22
Languages Common, Draconic
Skills Athletics +25, Intimidation +20
Str +7, Dex +4, Con +7, Int +5, Wis +4, Cha +4
Draconic Origin The werewyrm is created by a dragon corresponding to one of the following elemental types: acid, cold, fire, lightning, or poison.
Items +1 striking longsword
--
AC 30; Fort +25, Ref +19, Will +21
HP 265; Immunity the element of its draconic origin; Weakness weapons with the dragon trait 10
--
Speed 25 feet, fly 25 feet
Melee [one action] longsword +25 (versatile P), Damage 2d8+21 slashing
Melee [one action] bite +25, Damage 3d8+17 piercing
Breath Weapon [two actions] (arcane, evocation) The werewrym exhales a cone of the element of their draconic origin that deals 13d6 damage of that type in a 50-foot cone (DC 31 basic Fortitude save). It can't use Breath Weapon again for 1d4 rounds.
Change Shape [one action] (concentrate, polymorph, primal, transmutation) Human with fist +11 for 1d4+8 bludgeoning, or a medium dragon with a flying speed of 50 feet.
Moon Frenzy (polymorph, primal, transmutation) When a full moon appears in the night sky, the werecreature must enter hybrid form, can't Change Shape thereafter, becomes one size larger, increases their reach by 5 feet, and increases the damage of their jaws Strike by 2. When the moon sets or the sun rises, the werecreature returns to humanoid form and is fatigued for 2d4 hours.
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Monsters