```metadata title: Netherese and the Gray Wolf Tribe description: >- A collection of Netherese and Gray Wolf Tribe adaptations from 4e to 5e, including: Netherese: Clairburnus Tanthul, Prince of Shade (CR 11); Thaalud Constructor (CR 7); Thaalud Titan (CR 19), Korvina, Shadow Witch (CR 6), Ulrukan, Shade Slaver (CR 5), Orthinos Eln (CR 9), Ormshas, the Shadowkeeper (CR 4), Shade Mage (CR 5) Gray Wolf Barbarians: Jurden Splitlip (CR 5); Gray Wolf Barbarian (CR 4), Ethraniev Marrowslake (CR 6), Werewolf Stormcaller (CR 5); Alternative rules of contracting lycanthropy (adapted from 4e) tags: - Neverwinter - DnD - Dungeons and Dragons - RPG - 5e - Sword Coast - Forgotten Realms - D20 - Netherese - Gray Wolf - Clairburnus Tanthul - the Prince of Shade - Gloom Crescent - Orthinos Eln - Shadar-kai - Shadow Witch - Thaalud - Shade Mage - Lycanthropy - Wererat Filth Fever - Werewolf Moon Frenzy systems: - 5e renderer: legacy theme: 5ePHB ```
# Netherese and the Gray Wolf Tribe: # Notable NPCs & Monsters
#### Author: Avalassanor


Adaptation of characters from 4th-edition to 5th-edition based on Wizards of the Coast's Neverwinter Campaign Setting and numerous Monster Manuals of 4th edition.

If you are a player and consider playing above mentioned campaign or any campaign set in Neverwinter around years 1451 DR – 1490 DR, and possibly onward, then take into consideration this warning about spoilers, please. Descriptions of the characters accompanying their statistic blocks had been written as an interpretation on information from campaign books and similar or derivative sources, and were meant as support for the DM, myself, in utilizing those information in play, while having essentials gathered in one place, as well as using them as a handy refreshers before sessions.

I share this adaptation in case someone finds themselves in need of it, either because they want to play some of the old campaigns in 5e or simply wish to revisit Neverwinter in that time period. Everything had been tested in play and my players and I had a lot of fun — I hope you will have, as well!



All art included here is a property of their respective owners, as I do not own any of them. Where possible artists have been credited.
\page ## Clairburnus Tanthul,
the Prince of Shade
***Human Face, Shade Heart.*** Clairburnus Tanthul is one of the twelve princes of Shade, a powerful and influential figure in Netheril, who have held power since before the fall of the First Empire. He used to be notorious of being the youngest captain in the Thultanthar’s military, causing some gossips to arise regarding his rapid rise due to his noble birth, although his followers always recognised his martial prowess and strategic leadership. He is also known to be the most human among the shade, however, it does not make him any less shade. He is said never to show emotion on his smooth, ageless face, or in his toneless whispering voice, at the same time, he has an uncanny insight and is an adept manipulator of others’ emotions. He is cruel and unforgiving, without neither honour nor virtue. Clairburnus finds deception as equal to might in any contest, so he breaks oaths and promises as effortlessly as he blinks. The prince exudes natural charisma and can put on a mask of tact and charm to obscure the emotionless soul beneath. His favourite weapon is a glaive called *Gloom Crescent*, and his personal sigil bears a gold star outlined in black on a midnight blue field. ***Uncanny Mastermind.*** Clariburnus Tanthul is in charge of Shadovar operations in New Neverwinter, leading Netherese in an attempt to restore the First Enclave, Xinlenal, and the first Mythallar, to Toril. Before Mount Hotenow eruption, he would try to take control of Neverwinter itself, however after success on his behalf by Herzgo Alegni, his heir, Effron, refused to hold the city plunging it into disarray, and forcing Clariburnus to tend to it on his own. Alas, it was too late for that as Dagult Neverember had already entered New Neverwinter and Shadovar-Thay war was in full motion, and Waterdeep would force the Prince of Shade to retreat and once again secure Neverwinter Wood around Xinlenal. Clairburnus began search for Ioulaum, an ancient Netheril wizard who used to live in the First Enclave, as he believed the mage to be still alive. He has also forged alliance with the Gray Wolf tribe, using them as cannon fodder and guerrilla force to hinder Thay, even though he has secretly plundered one of the Uthgardt's sacred sites, Morgur’s Mound, for magical relics. He needs items charged with arcane energy to restore the might of Mythallar by feeding their residuum to it. He place Orthinos Eln, a priest of Shar, in charge of overseeing the excavations of Xinlenal, putting hundreds of shades, humans, Shadar-kai, undead and constructs to work. Clairburnus does not fear Valindra Shadowmantle and often throws his forces at hers, wanting to close the Shadowfell portal inside the Dread Ring and end Thayan presence in Shadowfell. To that end he has sent Mythallar of Kolthunral to invade the city of Surcross and tie most of the enemy forces on that battlefield.
___ ___ > ## Clariburnus Tanthul >*Medium humanoid (shade), lawful evil* > ___ > - **Armour Class** 19 (*studded leather +1*) > - **Hit Points** 97 (13d8 + 39) > - **Speed** 35 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|22 (+6)|16 (+3)|15 (+2)|13 (+1)|20 (+5)| >___ > - **Saving Throws** Dex +10, Wis +5, Cha +9 > - **Skills** Acrobatics +10, Arcana +6, Deception +9, History +6, Persuasion +5, Perception +5, Stealth +14 > - **Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 15 > - **Languages** Common > - **Challenge** 11 (7 200 XP) > ___ >***Benighted Presence.*** All bright light within 30 feet from Clariburnus is treated as dim light. > >***Legendary Resistance (3/Day).*** If Clariburnus fails a saving throw, he can choose to succeed instead. > >***Regeneration.*** Clariburnus regains 15 hit points whenever he starts his turn and has at least 1 hit point. When he takes radiant damage, his regeneration does not function on his next turn. > >***Shadow Stealth.*** While in dim light or darkness, Clariburnus can take the Hide action as a bonus action. > >**Shadow Stride.** As a bonus action, Clariburnus teleports up to 30 feet to an unoccupied space he can see. If, both, the space he teleports from an the space he teleports to are in dim light or darkness, he can teleport up to 60 feet, instead. > > ### Actions > ***Multiattack.*** Clariburnus makes two attacks. > > ***Gloom Crescent.*** *Melee Weapon Attack:* +11 to hit, reach 5 ft., one target. *Hit*: 12 (1d10 + 7) slashing damage plus 3 (1d6) necrotic damage, or if the target is undead it deals 7 (2d6) necrotic damage instead. > > ### Legendary Actions Clariburnus can take 3 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. Clariburnus regains spent legendary actions at the start of his turn. > >**Move.** Clariburnus moves up to his speed without provoking opportunity attacks. > >**Severing Shadows (Costs 2 Actions).** Clariburnus attacks up to three creatures he can see within 30 feet of him, making separate attacks against each one, and then he teleports to an unoccupied space he can see within 5 feet of one of his targets. Each creature damaged by this attack must make a DC 15 Constitution saving throw or gain one level of exhaustion. > >**Felled by Night (Costs 3 Actions).** Clariburnus commands the shadows to assault a creature that he can see within 30 feet of him and force it into a demiplane filled with shadows. The target must make a DC 17 Charisma saving throw, taking 22 (4d10) necrotic damage on a failed save and disappears within the demiplane, remaining there for as long as Clariburnus concentrates or uses this ability again. On a successful save, the target takes half damage.
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#### Gloom Crescent Glaive, epic (requires attunement)
*This glaive appears to siphon light away from its surroundings and replaces it with a gloomy aura of hopelessness. *
This weapon provides +3 bonus to attack and damage rolls and deals an additional 3 (1d6) necrotic damage. If the target is undead, it deals 7 (2d6) necrotic damage instead.
Hit Points lost to this weapon’s damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means. Once per turn, when you hit a creature with an attack using Gloom Crescent, you can wound the target. At the start of each of the wounded creature’s turns, it takes 2 (1d4) necrotic damage for each time he wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success. **Fear of Night.** Gloom Crescent holds 3 charges. As an action, you can expand one of its charges to cast *cause fear* or three charges to cast *fear*. The weapon regains 1d3 charges at midnight.
Credits: Keaton Cannady
Credits: Hellstern
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## Orthinos Eln     Upon Netherese return to Xinlenal, the highest priority became rebuilding a shrine for the goddess Shar, the Cathedral of Night, the process of which Orthinos headed himself. Even though the exterior is as damaged as any other structure in the vicinity, its interior had been carefully tended to — its lined in onyx and jet stone and enveloped in an unnatural shadow. Orthinos Eln spends most of his time there, either praying, planning logistics or communing with Prince Clariburnus. **On Prince Behalf.** While the shade prince is occupied with his many intrigues and hunt for relics and magic, he entrusted Eln with overseeing the Xinlenal's excavations and repair. Second only to prince himself, Orthinos is a natural leader, strong-willed and sharp-minded, and bestowed with many favours by the Nightsinger, and so the operation proceeds smoothly, despite certain setback related to unintentional weakening of the mythallar caused by one of Korvina's subordinates. **Wary of the Devil.** From among all parties involved in the activities in the region, Orthinos decided to pay particular attention to Ashmadai movements, since Prince Clariburnus decided to disregard them as Thayan's minions not worth a second thought. Eln suspects the devil worshippers have their own agenda, so he had dispatched personal agents to Neverwinter to investigate, before he raises the topic with the prince, again.
Credits: Paizo Publishing, LLC (Artist: Eric Belisle)
___ ___ > ## Orthinos Eln >*Medium humanoid (shade), lawful evil* > ___ > - **Armour Class** 18 (chainmail, shield) > - **Hit Points** 81 (18d8) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|15 (+2)|10 (0)|11 (0)|14 (+2)|19 (+4)|16 (+3)| >___ > - **Saving Throws** Con +4, Wis +8 > - **Skills** Deception +7, Insight +8, Persuasion +7, Religion +6, Stealth +4 > - **Senses** darkvision 60 ft., passive Perception 15 > - **Languages** Common > - **Challenge** 9 (5,000 XP) > ___ >***Regeneration.*** Orthinos regains 10 hit points whenever he starts his turn and has at least 1 hit point. When he takes radiant damage, his regeneration does not function on his next turn. > >***Shadow Stealth.*** While in dim light or darkness, Orthinos can take the Hide action as a bonus action. > >***Shadow Stride.*** As a bonus action, Orthinos can teleport up to 20 feet to an unoccupied space he can see. Both, the space he teleports from and to, must be in dim light or darkness. > >***Spellcasting.*** Orthinos is a 10th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). Orthinos has the following cleric spells prepared: > > ###### Cantrip (at will): chill touch, minor illusion, thaumaturgy, toll the dead > ###### 1st level (4 slots): charm person, command, disguise self, inflict wounds, sanctuary > ###### 2nd level (3 slots): blindness/deafness, hold person, mirror image, silence > ###### 3rd level (3 slots): animate dead, blink, dispel magic > ###### 4th level (3 slots): banishment, death ward, dimension door > ###### 5th level (2 slots): dominate person, modify memory, scrying > > ### Actions > >***Morningstar.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 6 (1d8 + 2) bludgeoning damage plus 4 (1d8) poison damage. > >***Cloak of Shadows.*** Orthinos becomes invisible until the end of his next turn or until he attacks or casts a spell. > >***Deceitful Duplicate (1/Day).*** Orthinos creates a perfect illusion of himself that lasts for 1 minute, or until he loses his concentration (as if he was concentrating on the spell). The illusion appears in an unoccupied space that Orthinos can see within 30 feet of it. As a bonus action on its turn, Orthinos can move the illusion up to 30 feet to a space he can see, but he must remain within 120 feet of it. > >For the duration, Orthinos can cast spells as though he was in the illusion's space, but Orthinos must use its own senses. Additionally, when both Orthinos and his illusion are within 5 feet of a creature that can see the illusion, Orthinos has advantage on attack rolls against that creature, given how distracting the illusion is to the target.
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## Korvina, Shadar-kai Shadow Witch     Korvina is the mother of a tremendous machine consisting of magic, metal and stone, called the Web of Stone. Its roughly-shaped rings, connected by dozens of bridges and platforms, swarm with live and constructed workers alike who repair buildings and streets below. The shadar-kai witch overlooks their efforts and fulfills her own duties, such as casting various spells from atop of the web ring. **Fatal Miscalculation.** The mythal of Xinlenal waned over centuries, however, Korvina stumbled upon its magic's lingering influence and assumed that she could create her floating masterpiece, Web of Stone, with its help. Her predictions proved to be correct, although, she didn't take into account that, in the process, it would also drain power from Xinlenal's already severely damaged mythallar. A sharp-minded individual she is, she managed to keep her culpability unknown, or so she thinks, to everyone but herself — after all she greatly weakened what she was ordered to restore. Nothing provides better smoke cover than the scapegoat to blame, so she had offered prince Clariburnus one of her fellow shadar-kai, Qalthus, with whom she was working on the restorations. Of course, she was greatly relieved to see him exiled and leave without too much of an attempt to challenge her claim. Thanks to the circumstances, the risk of further investigation and revealing her involvement had been fended off, seemingly, for good.
Credits: E9ART APPLE
___ > ## Korvina, Shadow Witch >*Medium humanoid (elf), neutral* > ___ > - **Armour Class** 15 (studded leather) > - **Hit Points** 77 (14d8 + 14) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|13 (+1)|16 (+3)|13 (+1)|17 (+3)|12 (+1)|19 (+4)| >___ > - **Saving Throws** Dex +6, Int +6, Cha +7 > - **Skills** Acrobatics +6, Arcana +6, Religion +6, Stealth +6 > - **Damage Immunities** necrotic > - **Condition Immunities** charmed, exhaustion > - **Senses** darkvision 60 ft., passive Perception > - **Languages** Common, Elvish > - **Challenge** 6 (2,300 XP) > ___ > >***Fey Ancestry.*** Magic can't put Korvina to sleep. > >***Innate Spellcasting.*** Korvina's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). She can innately cast the following spells, requiring no material components: > ###### At will: *chill touch, detect magic, minor illusion* > ###### 3/day each: *bestow curse, sanctuary, witchbolt* > ###### 1/day each: *confusion, feign death, demiplane, ice storm, shadow blade, shadow of moil, speak with dead, spiritual weapon* > > ### Actions > >***Blackfire Touch.*** *Melee Spell Attack:* +6 to hit, reach 5 ft., one creature. *Hit:* 7 (1d6 + 4) fire damage plus 7 (1d6 + 4) necrotic damage. > >***Beshadowed Mind (Recharge 4-6).*** A creature of Korvina's choice that she can see within 60 feet her must make a DC 14 Wisdom saving throw. On a failed save, the creature takes 11 (3d6) necrotic damage, and becomes blinded for 1 minute. It can repeat the saving throw at the end of each of its turns. > > ### Reactions > > ***Misty Escape (Recharges after a Short or Long Rest).*** When Korvina takes damage, she turns invisible and teleports up to 60 feet to an unoccupied space she can see. She remains invisible until the start of her next turn or until she attacks or casts a spell.
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## Ulrukan, Shade Slaver     Ulrukan oversees the Womb of Stone, a floorless structure made so for the easy access to earth, where thaalud constructors are being created, since Netherese arrival at Xinlenal. **Slavemaster.** Ulrukan had lost his left hand and leg long time ago, combating creatures of Shadowfell, but earned replacements, which are of animated stone. He has quiet disposition, and exudes an aura of obedience, so that he needs to put a minimal effort into keeping his subordinates in line — often his single look is enough. No small assistance in executing obedience and ensuring deference provides the ill reputation surrounding his whip, Scourge, as a single cut can immobilize even the mightiest being in place. **Secrets' Collector.** He is as ruthless and brutish when faced with insubordination as he is calm and quiet while enjoying observations of dynamics among individuals, which allows him to learn more about them than meets the eye. His most savoured and worrying piece of information is the truth behind weakening of Xinlenal's mythallar. He detected the strain Korvina's magic caused upon creating the Web of Stone, however, he decided to keep it to himself. Now, he wonders how to best make use of this secret, without giving away that he knew the truth all along but didn't say a word.
Credits: Jason Engle
#### Disheartener Whip, rare (requires attunement)
*The slithering shape of this long, dark whip is as menacing to sight as its sharpness is to touch. Whenever light reflects of its surface, it appears crimson, and it leaves bodies of those it wounds locked in place.*
This weapon provides +1 bonus to attack and damage rolls. When you hit a creature with this weapon, it must succeed on a DC 15 Constitution saving throw or become restrained for 1 minute and you can use your bonus action to pull the creature 5 feet closer to you or knock it prone. The restrained creature can repeat its saving throw at the end of each of its turns. Hit Points lost to this weapon’s damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means.
___ > ## Ulrukan, Shade Slaver >*Medium humanoid (shade), neutral* > ___ > - **Armour Class** 15 (studded leather) > - **Hit Points** 88 (16d8 + 16) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|17 (+3)|16 (+3)|12 (+1)|10 (0)|13 (+1)|14 (+2)| >___ > - **Skills** Athletics +9, Intimidate +6, Perception +4, Stealth +6 > - **Senses** darkvision 60 ft., passive Perception 14 > - **Languages** Common > - **Challenge** 5 (1,100 XP) > ___ >***Brute.*** A melee weapon deals one extra die of its damage when Ulrukan hits with it (included in the attack). > >***Regeneration.*** Ulrukan regains 10 hit points whenever he starts his turn and has at least 1 hit point. When he takes radiant damage, his regeneration does not function on his next turn. > >***Shadow Stealth.*** While in dim light or darkness, Ulrukan can take the Hide action as a bonus action. > >***Shadow Stride.*** As a bonus action, Ulrukan can teleport up to 20 feet to an unoccupied space he can see. Both, the space he teleports from and to, must be in dim light or darkness. > > ### Actions > >***Multiattack.*** Ulrukan makes two melee attacks, only one of which can be a dishartener (whip) attack. > >***Mace.*** *Weapon Melee Attack:* +6 to hit, reach 5 ft., one creature. *Hit:* 12 (2d8 + 3) piercing damage. > >***Dishartener.*** *Weapon Melee Attack:* +7 to hit, reach 10 ft., one creature. *Hit:* 9 (2d4 + 4) slashing damage plus 3 (1d6) fire damage. If the target is a creature it must succeed on a DC 15 Constitution saving throw or become restrained for 1 minute and Ulrukan can use his bonus action to pull the creature 5 feet closer to himself or knock it prone. The restrained creature can repeat its saving throw at the end of each of its turns. > > ### Reactions > >***Unyielding.*** When Ulrukan is subjected to an effect that would move him, knock him prone, or both, he can use his reaction to be neither moved nor knocked prone.
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## Ormshas, the Shadowkeeper     Not many creatures would feel at ease among the Gray Wolf tribe, and even more so, not many creatures would make Uthgardt barbarians feel uncomfortable and unnerved, yet Ormshas is exactly that kind of being. **Creeper's Little Hut.** Many may have heard cautionary tales of lone huts, houses and buildings where some sort of inviting yet dark, hungry power or resident may dwell, awaiting its prey, and those stories should extend to shadowkeeper's huts, which doors are but a inconspicuous portals into realm of the worst nightmares. Inside, there are skulls with little light wandering within their hollow eye sockets, trailing any living being that dares to visit the premises. Bones hang from the walls and litter the floor like a intricate divan of far lands would do. Every shadow in this disturbing edifice is in fact quite sentient and, not necessarily living, but enjoy the state of undeath — and, both, shades and wraiths, are at Ormshas command when it comes to quietly eliminate disidents among the Gray Wolf who would like to go back on their alliance with Netherese. **Hidden Motives.** Ormshas presence in Vellosk serves, seemingly, sustaining communication between the Gray Wolf tribe and her Netherese superiors, meeting with the tribes leadership and cultivating friendly relations between the two allies. In fact, she is a mean little spy, who makes sure that the Gray Wolf remain loyal to the cause. She is ruthless and vicious and has no mercy for those who interfere. She carries grim trophies around her belt — numerous severed hands of those who were unlucky to cross her. Underneath all of that, there is a strong self preservation instinct, and Ormshas would give up anything to save her own life.
Credits: Peter Bergting
___ > ## Ormshas >*Small humanoid (shade), neutral evil* > ___ > - **Armour Class** 16 (studded leather) > - **Hit Points** 66 (12d6 + 24) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|11 (0)|18 (+4)|14 (+2)|13 (+1)|14 (+2)|13 (+1)| >___ > - **Saving Throws** Dex +6 > - **Skills** Arcana +3, Sleight of Hand +8, Stealth +8 > - **Damage Resistances** necrotic > - **Senses** darkvision 60 ft., passive Perception 12 > - **Languages** Common > - **Challenge** 4 (1,100 XP) > ___ > >***Dark Step.*** While in dim light or darkness, the opportunity attacks made against Ormshas are made at disadvantage. Additionally, whenever she moves at least 20 feet and ends her movement within 5 feet of a creature, she gets advantage on the attack roll against that creature until the end of her turn. > >***Killing Dark.*** When Ormshas is reduced to 0 hit points each creature within 5 feet of her must succeed on a DC 12 Wisdom saving throw or become blinded for 1 minute. > >***Regeneration.*** Ormshas regains 5 hit points whenever she starts her turn and has at least 1 hit point. When she takes radiant damage, her regeneration does not function on her next turn. > >***Shadow Stealth.*** While in dim light or darkness, Ormshas can take the Hide action as a bonus action. > >***Shadow Stride.*** As a bonus action, Ormshas can teleport up to 20 feet to an unoccupied space she can see. Both, the space she teleports from and to, must be in dim light or darkness. > >***Shroud of the Grave.*** Each undead ally of Ormshas choice within 30 feet of her loses vulnerability to radiant damage. > >***Sneak Attack (1/Turn).*** Ormshas deals an extra 7 (2d6) damage when she hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Ormshas that isn't incapacitated and Ormshas doesn't have disadvantage on the attack roll. > > ### Actions > >***Multiattack.*** Ormshas makes two shortsword attacks. > >***Shortsword.*** *Melee or Ranged Weapon Attack:* +6 to hit, reach 5 ft. or range 20/60 ft., one creature. *Hit:* 7 (1d6 + 4) piercing damage. > >***Call of the Grave (1/Day).*** Ormshas throws four severed hands and four crawling claws appear in four unoccupied spaces she can see within 30 feet of her.
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\page ## Thaalud, Tomb Tappers
    ***Ill fame.*** The infamy of Thaalud, also called ‘Tomb Tappers’, is known far and wide across Faerûn, and all among sane adventurers and sensible explorers fear and dread encounters with one. As a creation of the old Netherese Empire, credited to a legendary demilich called the Keeper of Thaal, they might seem but nightmares echoing among the dreams of those who scavenge dungeons of the past, but since Shadovar had returned, they resumed constructions of those mighty constructs, crafting, equally disturbing, weaker versions, much faster, easier to make, and more useful for menial labour. ***Macabre Appearance.*** Thaalud appear as tall, naked, sexless, and hairless humanoids with very hard, smooth, blue-grey skin, claws that can dig through solid rock, and great toothed mouths in their bellies. Their featureless heads have earned them the nickname “the faceless”. ***Uncanny Sense.*** The way a Thaalud ‘see’ relies on emitting high, inaudible sound wave, which bounce back to it, even up to 440 feet. They communicate through a sequence of humming sounds created by skin vibration (a language partially understood by mind flyers), and also through a limited telepathy. ***Worshipers of Magic.*** Magic is sacred to Tomb tappers, and so they plunder tombs, temples, and wizards’ towers in search of magical items, and they tend to try to seize magical items from encountered beings. They never use the accumulated arsenal of magical objects, but rather protect and venerate them. They hold belief that the source of all magic is hidden deep in the earth and they commit themselves to the eternal search for it. For that reason, they treat earth elementals with great deference and are reluctant to attack them. ***Mineral Diet.*** Thaalud take in needed water through their skin, which varies in porosity at will. They crush rock with their gigantic jaws to extract mineral sustenance but can also digest iron from blood and bone marrow, if available, but do not hunt to eat. ***Socially Apt.*** Surprisingly, given their strange beginnings, thaalud form social units, living in regional clans, and adhere to rules of deals, while arranging them with other beings, showing aptitude for respecting rules and conventions. In Underdark, Thaalud usually aid svirfneblins and dwarves, whose magic they leave unmolested. Thaalud hate umber hulks, sometimes enslaving them from birth, mutually ignore xorn, dislike duergar and drow (they have no interest in drow cloaks, boots and other items that resemble magic) and are bitter foes of illithids and phaerimm, who have slain more than a few of their kind.
___ ___ > ## Thaalud Constructor >*Huge construct, unaligned* > ___ > - **Armour Class** 17 (natural armour) > - **Hit Points** 95 (10d12 + 30) > - **Speed** 40 ft., burrow 20ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|20 (+5)|9 (-1)|17 (+3)|13 (+1)|11 (+0)|15 (+2)| >___ > - **Damage Resistances** lightning, cold, fire, bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine > - **Damage Immunities** poison > - **Condition Immunities** charmed, exhaustion, frightened, paralyzed, petrified, poisoned > - **Skills** Arcana +7, Perception +6 > - **Senses** blindsight 440 ft., passive Perception 14 > - **Languages** understands Common but can't speak, Thaalud, telepathy 120 feet > - **Challenge** 7 (2 900 XP) > ___ >***Collapse into Rubble.*** When thaalud drops to 0 hit points, he collapses violently. Every creature within 5 feet of it must make a DC 12 Dexterity saving throw or suffer 18 (4d8) bludgeoning damage. The area of the collapse turns into difficult terrain. > >***Earth Walk.*** The thaalud ignores difficult terrain if that terrain is the result of rubble, uneven stone, or earth. > >***Echolocation Sensing.*** Within the range of its blindsight, the thaalud can locate invisible creatures and objects, and is immune to all vision-related spells (such as *phantasmal force*, *colour spray* and *hypnotic pattern*). > >***Insensitive Mind.*** The thaalud is immune to all enchantment spells. > >***Innate Spellcasting.*** The thaalud’s innate spellcasting ability is Charisma (spell DC 13). It can innately cast the following spells, requiring no verbal or material components: > >###### At will: *detect magic* >###### 1/day each: *animate object (rock-only)* >
>***Magic Weapons.*** The thaalud’s weapon attacks are magical. > >***Stones to Stones.*** The thaalud has disadvantage against *flesh to stone* spell and turns to stone after dying. > > ### Action > >***Multiattack.*** The thaalud makes two melee attacks. > >***Mauling Fist.*** *Melee Weapon Attack*: +8 to hit, reach 15 ft., one creature. *Hit*: 18 (3d8 + 5) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained. The thaalud can grapple up to two creatures at the same time, one in each of his hands. > >***Crushing Maw.*** The thaalud attempts to bite a creature of its choice it is aware of within 5 feet of it. The creature must make a DC 12 Dexterity saving throw. On a failed save, it suffers 12 (1d12 + 5) piercing damage, or half as much on a successful once. Alternatively, if the creature was prone, the thaalud hurls itself atop of it and deals an additional 12 (1d12 + 5) bludgeoning damage if the saving throw failed, and half as much if it succeeded. The thaalud is then left prone and can't get up until the start of his next turn. > >***Fling.*** One Large or smaller object held or creature grappled by the the thaalud is thrown up to 60 feet in a direction of its choice and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 12 Dexterity saving throw or take the same damage and be knocked prone.
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\page ___ ___ > ## Thaalud Titan >*Gargantuan construct, unaligned* > ___ > - **Armour Class** 21 (natural armour) > - **Hit Points** 330 (20d20 + 120) > - **Speed** 40 ft., burrow 20ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|30 (+10)|17 (+3)|22 (+6)|22 (+6)|12 (+0)|24 (+7)| >___ > - **Saving Throws** Str +16, Con +12, Cha +13 > - **Damage Immunities** cold, fire, lightning, poison, bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine > - **Condition Immunities** charmed, exhaustion, frightened, paralyzed, petrified, poisoned > - **Skills** Arcana +18, Perception +12 > - **Senses** blindsight 440 ft., passive Perception 22 > - **Languages** understands Common but can't speak, Thaalud, telepathy 120 feet > - **Challenge** 19 (22 000 XP) > ___ >***Collapse into Rubble.*** When thaalud drops to 0 hit points, he collapses violently. Every creature within 10 feet of it must make a DC 17 Dexterity saving throw or suffer 36 (8d8) bludgeoning damage. The area of the collapse turns into difficult terrain. > >***Earth Walk.*** The thaalud ignores difficult terrain if that terrain is the result of rubble, uneven stone, or earth. > >***Echolocation Sensing.*** Within the range of its blindsight, the thaalud can locate invisible creatures and objects, and is immune to all vision-related spells (such as *phantasmal force*, *colour spray* and *hypnotic pattern*). > >***Insensitive Mind.*** The thaalud is immune to all enchantment spells. > >***Innate Spellcasting.*** The thaalud’s innate spellcasting ability is Charisma (spell DC 21). It can innately cast the following spells, requiring no verbal or material components: > >###### At will: *detect magic* >###### 1/day each: *erupting earth, animate object (rock-only)* >
>***Magic Weapons.*** The thaalud’s weapon attacks are magical. > >***Stones to Stones.*** The thaalud has disadvantage against *flesh to stone* spell and turns to stone after dying. > > ### Action > >***Multiattack.*** The thaalud makes two melee attacks, one of which can be replaced with a Crushing Maw. > >***Adamantine Maul.*** *Melee Weapon Attack*: +16 to hit, reach 15 ft., one creature. *Hit*: 38 (8d6 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 24 Strength saving throw or be knocked prone. > >***Mauling Fist.*** *Melee Weapon Attack*: +16 to hit, reach 15 ft., one creature. *Hit*: 28 (4d8 + 10) bludgeoning damage, and the target is grappled (escape DC 24). Until this grapple ends, the target is restrained. The thaalud can grapple up to two creatures at the same time, one in each of his hands. > >***Crushing Maw.*** The thaalud attempts to bite a creature of its choice it is aware of within 10 feet of it. The creature must make a DC 17 Dexterity saving throw. On a failed save, it suffers 23 (2d12 + 10) piercing damage, or half as much on a successful once. Alternatively, if the creature was prone, the thaalud hurls itself atop of it and deals an additional 23 (2d12 + 10) bludgeoning damage if the saving throw failed, and half as much if it succeeded. The thaalud is then considered prone and can't get up until the start of his next turn. > >***Fling.*** One Huge or smaller object held or creature grappled by the thaalud is thrown up to 120 feet in a direction of its choice and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 17 Dexterity saving throw or take the same damage and be knocked prone.
Credits: Wizards of the Coast
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\page ___ > ## Shade Mage >*Medium humanoid (shade), neutral* > ___ > - **Armour Class** 12 (15 with *mage armour*) > - **Hit Points** 47 (9d8 + 9) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|11 (0)|14 (+2)|12 (+1)|18 (+4)|12 (+1)|13 (+1)| >___ > - **Saving Throws** Int +7, Cha +4 > - **Skills** Arcana +7, Intimidation +5, Perception +4, Stealth +5 > - **Senses** darkvision 60 ft., passive Perception 14 > - **Languages** Common, Primordial > - **Challenge** 5 (1,800 XP) > ___ > >***Displacement (Recharges after the shade casts an Illusion Spell of 1st Level or Higher).*** As a bonus action, the shade projects an illusion that makes it appear to be standing in a place a few inches from its actual location, causing any creature to have disadvantage on attack rolls against it. The effect ends if the shade takes damage, it is incapacitated, or its speed becomes 0. > >***Regeneration.*** The shade regains 5 hit points whenever it starts its turn and has at least 1 hit point. When it takes radiant damage, its regeneration does not function on its next turn. > >***Shadow Stealth.*** While in dim light or darkness, the shade can take the Hide action as a bonus action. > >***Shadow Stride.*** As a bonus action, the shade can teleport up to 20 feet to an unoccupied space it can see. Both, the space it teleports from and to, must be in dim light or darkness. > >***Spellcasting.*** The shade is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The shade has the following wizard spells prepared: > ###### Cantrips (at will): *mage hand, minor illusion, frostbite, poison spray* > ###### 1st level (4 slots): * **disguise self**, mage armor, magic missile, shield* > ###### 2nd level (3 slots):* **invisibility**, **mirror image**, **shadow blade*** > ###### 3rd level (3 slots):* **major image**, **hypnotic pattern***, ***fear*** > ###### 4th level (3 slots): *blight, **phantasmal killer** * > ###### 5th level (1 slot): negative energy flood > > ###### **Illusion spell** of 1st level or higher > > ### Actions > >***Quarterstaff.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one creature. *Hit:* 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage if used with two hands.
Credits: Jose Afonso "eSkwaad"
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\page
## Jurden Splitlip     A robust and stalwart man, highly respected among his fellow Gray Wolf tribesmen as a courageous chieftain and a wily warrior, Jurden towers over most not with the physique alone but the presence, as well. Hardened by wild and brutal customs among his shapeshifting kind, he is as dominating as necessary for a werewolf who wishes to maintain his status in the unspoken hierarchy underlined with the threat of violence, yet he often chooses guile over might, especially, if it provides him with an edge over his enemies. Jurden’s brawny body is covered in plethora of tribal tattoos, his piercing eyes are steel grey and his dark hair grow in a tangled mass. Jurden’s name ‘Splitlip’ comes from an old wound sustained during a raid — left side of his lower lip has been torn by a silvered blade and never healed properly. **Wolf in Sheep's Guise.** The confrontation between the Netherese who arrived in Neverwinter Wood and the tribe ended in an alliance between the two. Gray Wolves main role became the infiltration of Helm’ Hold. The tribe chose ruins of Conyberry as a training grounds for their members, ensuring that they learn to behave like civilised people. Occasional contact with which stray wanderers and small adventuring groups, which stumbled upon their undertaking, where perfect occasions to test the robustness of their deceit. Jurden, who heads the effort, and werewolves who follow him, have adopted appearances of Helm’s Hold citizens, cutting their hair, covering tattoos, and speaking without an accent.
Jurden’s band is responsible for over half dozen murders in the Hold and three times as many kidnappings. Victims were used as source of information, thanks to which a number of werewolves managed to establish cover identities, passing as traveler, merchants or new immigrants. Jurden himself had little difficulties with impersonating a former mercenary turned weapon merchant. His recent ‘intervention’ against werewolf attack earned him quite a renown, gratitude and respect among the local population. ``` ``` While, he is perceived as a strapping boisterous man with great respect towards folk traditions, he and his group work to infiltrate the cathedral, and, simultaneously, they sow civil unrest, spread terror, and undermine people’s trust in the Hold’s leadership, trying to make it fragile enough for the combined force of werewolves and Netherese to seize control over it.
Credits: Kip Ayers
___ ___ > ## Jurden Splitlip >*Medium humanoid (human, shapechanger), chaotic evil* > ___ > - **Armour Class** 17 (in humanoid form, 18 in wolf or hybrid form) > - **Hit Points** 85 (10d8 + 40) > - **Speed** 30 ft. (40 ft. in wolf form) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|16 (+3)|19 (+4)|13 (+1)|12 (+1)|16 (+3)| >___ > - **Damage Immunities** bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered > - **Skills** Deception +6, Intimidation +7, Perception +4, Persuasion +6, Stealth +6, Survival +4 > - **Senses** passive Perception 14 > - **Languages** Common, Bothii (can't speak in wolf form) > - **Challenge** 5 (1 800 XP) > ___ > >***Shapechanger.*** Jurden can use his action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into his true form, which is humanoid. His statistics, other than his AC, are the same in each form. Any equipment he is wearing or carrying isn’t transformed. He reverts to his true form if he dies. > >***Keen Hearing and Smell.*** Jurden has advantage on Wisdom (Perception) checks that rely on hearing or smell. > > ***Pack Tactics.*** Jurden has advantage on an attack roll against a creature if at least one of the Jurden’s allies is within 5 feet of the creature and the ally isn’t incapacitated. > >***Unarmoured Defence.*** While Jurden doesn't wear an armour, he can add his Constitution modifier to its AC score (already included). > > ### Actions > ***Multiattack (Humanoid or Hybrid Form Only).*** Jurden makes three attacks: only one of which can be a bite attack. > > ***Bite (Wolf or Hybrid Form Only).*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11 (2d6 + 4) piercing damage. If the target is a humanoid, it must succeed on a DC 15 Constitution saving throw or contracts Werewolf Moon Frenzy. > > ***Claws (Hybrid Form Only).*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one creature. *Hit:* 9 (2d4 + 4) slashing damage. > > ***Maul (Humanoid Form Only).*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one creature. *Hit:* 11 (2d6 + 4) bludgeoning damage. > > ***Handaxe (Humanoid Form Only).*** *Melee or Ranged Weapon Attack:* +7 to hit, reach 5 ft. or range 20/60 ft., one creature. *Hit:* 7 (1d6 + 4) piercing damage.
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\page
## Ethraniev Marrowslake     Ethraniev is a chieftain but also one of the most brutal, bloodthirsty, egocentric and greedy pack leaders among the Gray Wolf tribe. Her impressive, towering physique allows her to exhibit those violent and self-centered behaviours without much, if any, consequence and opposition. Undoubtedly, she is the alpha female in the pack, easily outranking many of her male counterparts.
She is over six feet tall, and in her hybrid form, she is easily nearing eight feet tall, not to mention her massive wolven shape, with thick brown-red coat, crushing maws, and tall sharp fangs. In her human guise, she wears her raven black hair in braids gathered in a tight knot. Her deep forest-green eyes burn with savageness and craving for a fight, her features are sharp, as if hewed in stone, and her muscular body is covered in an intricate weave of crimson red tribal tattoos. Her voice is brewing with aggression and any threat or insult, even if imaginary, meets with her outright violence. **Bloodthirst Excuse.** Ethraniev finds alliance with Netherese a convenient excuse to hunt, kill and revel in slaughter. I matters little that tse who they hunt happens to be Thayans — the challenge only adds to adrenaline. Anyone who speaks ill of this arrangement quickly meets with her threats backed by violence.
Credits: Javier Charro
___ ___ > ## Ethraniev Marrowslake >*Medium humanoid (human, shapechanger), chaotic evil* > ___ > - **Armour Class** 17 (in humanoid form, 18 in wolf or hybrid form) > - **Hit Points** 94 (11d8 + 44) > - **Speed** 40 ft. (50 ft. in wolf form) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|20 (+5)|17 (+3)|18 (+4)|11 (0)|13 (+1)|12 (+1)| >___ > - **Saving Throws** Str +8, Con +7 > - **Damage Immunities** bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered > - **Skills** Deception +4, Insight +4, Intimidate +8, Nature +4 > - **Senses** passive Perception 11 > - **Languages** Common, Bothii (can't speak in wolf form) > - **Challenge** 6 (2 300 XP) > ___ > >***Shapechanger.*** Ethraniev can use her action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into her true form, which is humanoid. Her statistics, other than her AC, are the same in each form. Any equipment she is wearing or carrying isn’t transformed. She reverts to her true form if she dies. > >***Charge (Hybrid or Wolf Form Only).*** If Ethraniev moves at least 20 feet straight toward a target and then hits it with an attack on the same turn, the target takes an extra 9 (2d8) damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be pushed up to 10 feet away and knocked prone. > >***Keen Hearing and Smell.*** Ethraniev has advantage on Wisdom (Perception) checks that rely on hearing or smell. > > ***Pack Tactics.*** Ethraniev has advantage on an attack roll against a creature if at least one of the her allies is within 5 feet of the creature and the ally isn’t incapacitated. > >***Savage Critical.*** Ethraniev deals an extra 5 (1d10) damage on a critical hit scored with a melee attack. > >***Unarmoured Defence.*** While Ethraniev doesn't wear an armour, she can add her Constitution modifier to her AC score (already included). > > ### Actions > ***Multiattack (Humanoid or Hybrid Form Only).*** Ethraniev makes three attacks: only one of which can be a bite attack. > > ***Bite (Wolf or Hybrid Form Only).*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11 (2d6 + 4) piercing damage. If the target is a humanoid, it must succeed on a DC 15 Constitution saving throw or contracts Werewolf Moon Frenzy. > > ***Claws (Hybrid Form Only).*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one creature. *Hit:* 9 (2d4 + 4) slashing damage. > > ***Greatsword (Humanoid Form Only).*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one creature. *Hit:* 11 (2d6 + 4) bludgeoning damage. > > ***Handaxe (Humanoid Form Only).*** *Melee or Ranged Weapon Attack:* +7 to hit, reach 5 ft. or range 20/60 ft., one creature. *Hit:* 7 (1d6 + 4) piercing damage.
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\page ___ ___ > ## Gray Wolf Barbarian >*Medium humanoid (human, shapechanger), chaotic evil* > ___ > - **Armour Class** 14 (in humanoid form, 15 in wolf or hybrid form) > - **Hit Points** 67 (9d8 + 27) > - **Speed** 30 ft. (40 ft. in wolf form) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|13 (+1)|17 (+3)|10 (0)|11 (0)|10 (0)| >___ > - **Damage Immunities** bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered > - **Skills** Deception +2, Perception +2, Survival +3 > - **Senses** passive Perception 12 > - **Languages** Common, Bothii (can't speak in wolf form) > - **Challenge** 4 (1 100 XP) > ___ > >***Shapechanger.*** The barbarian 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, 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. > >***Keen Hearing and Smell.*** The barbarian has advantage on Wisdom (Perception) checks that rely on hearing or smell. > > ***Pack Tactics.*** The barbarian has advantage on an attack roll against a creature if at least one of the barbarian’s allies is within 5 feet of the creature and the ally isn’t incapacitated. > >***Unarmoured Defence.*** While the barbarian doesn't wear an armour, it can add its Constitution modifier to its AC score (already included). > > ### Actions > ***Multiattack (Humanoid or Hybrid Form Only).*** The barbarian makes two attacks: only one of which can be a bite attack. > > ***Bite (Wolf or Hybrid Form Only).*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 7 (1d8 + 3) piercing damage. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or contracts Werewolf Moon Frenzy. > > ***Claws (Hybrid Form Only).*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one creature. *Hit:* 8 (2d4 + 3) slashing damage. > > ***Spear (Humanoid Form Only).*** *Melee or Ranged Weapon Attack:* +5 to hit, reach 5 ft. or range 20/60 ft., one creature. *Hit:* 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack. ___ ___ > ## Werewolf Stormcaller >*Medium humanoid (human, shapechanger), chaotic evil* > ___ > - **Armour Class** 13 (in humanoid form, 14 in wolf or hybrid form) > - **Hit Points** 67 (9d8 + 27) > - **Speed** 30 ft. (40 ft. in wolf form) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|15 (+2)|16 (+3)|17 (+3)|13 (+1)|20 (+4)|14 (+2)| >___ > - **Saving Throws** Wis +6 > - **Damage Immunities** bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered > - **Skills** Arcana +4, Deception +5, Insight +7, Intimidate +5, Nature +4, Perception +7, Survival +7 > - **Senses** passive Perception 17 > - **Languages** Common, Bothii (can't speak in wolf form) > - **Challenge** 5 (1 800 XP) > ___ > >***Shapechanger.*** The werewolf 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, 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. > >***Keen Hearing and Smell.*** The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. > > ***Pack Tactics.*** The werewolf has advantage on an attack rolls against a creature if at least one of the werewolf’s allies is within 5 feet of the creature and the ally isn’t incapacitated. > >***Innate Spellcasting.*** The werewolf's innate spellcasting ability is Wisdom (spell save DC 13). The werewolf can innately cast the following spells, requiring no material components: > ###### At will: *thunderclap, lightning lure* > ###### 3/day: *thunderwave* > ###### 1/day: *call lightning* > > ### Actions > ***Multiattack (Humanoid or Hybrid Form Only).*** The werewolf makes two attacks: only one of which can be a bite attack. > > ***Bite (Wolf or Hybrid Form Only).*** *Melee Weapon Attack:* +5 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 13 Constitution saving throw or contracts Werewolf Moon Frenzy. > > ***Claws (Hybrid Form Only).*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one creature. *Hit:* 7 (2d4 + 2) slashing damage. > > ***Mace (Humanoid Form Only).*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one creature. *Hit:* 5 (1d6 + 2) bludgeoning damage.
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\page ## Contracting Lycanthropy:
A variant rules on contracting lycanthropy, as followed from 4e, and as an alternative to immediate contraction of the disease in 5e.

> **Werewolf Moon Frenzy**
This disease starts with a fever, which soon becomes a violent and unpredictable rage.

**Stage 0:** The target recovers from the disease.
**Stage 1:** The creature has disadvantage on Wisdom saving throws and ability checks.
**Stage 2:** Whenever the creature's hit points are reduced below its half, it must make a melee weapon attack, as a reaction, against an ally within 5 feet of it, unless none is present.
**Stage 3:** Whenever the creature is hit by an attack, it must make a melee weapon attack, as a reaction, against an ally within 5 feet of it, unless none is present.
**Stage 4:** The creature becomes a werewolf.

**Check:** At the end of each long rest, the creature makes a DC 13 Constitution saving throw if it is at stage 1 to 3 of the disease.
***10 or Lower:*** The stage of the disease increases by 1.
***11–14:*** No change.
***15 or Higher:*** The stage of the disease decreases by 1.
> **Wererat Filth Fever**
Those infected by this disease waste away as they alternately suffer chills and hot flashes.

**Stage 0:** The creature recovers from the disease.
**Stage 1:** The creature recovers one less hit dice upon finishing long rest.
**Stage 2:** The creature recovers only half their hit dice upon finishing long rest. The creature also suffers a –2 penalty to AC, and has disadvantage on Strength, Dexterity, and Constitution saving throws and ability checks.
**Stage 3:** The creature recovers no hit dice upon finishing long rest and cannot regain hit points. The creature also suffers a –2 penalty to AC, and has disadvantage on Strength, Dexterity, and Constitution based attack rolls, saving throws and ability checks.
**Stage 4:** The creature becomes a wererat.

**Check:** At the end of each long rest, the creature makes a DC 11 Constitution saving throw if it is at stage 1 to 3.
***10 or Lower:*** The stage of the disease increases by 1.
***11–14:*** No change.
***15 or Higher:*** The stage of the disease decreases by 1.
Credits: Kirill Khrol

Credits: Oleg Bulakh
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