Seawolf | Monster | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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1e AD&D

Seawolf CR: 3 (700XP)

Medium humanoid (human, shapechanger), chaotic evil
Armor Class: 14 Humanoid Form, 15 (natural armour) in Seal or Hybrid Form.
Hit Points: 58 ( 10d8+22 )
Speed: 30 ft , swim: 60 ft

STR

15 +2

DEX

18 +4

CON

14 +2

INT

10 +0

WIS

11 +0

CHA

10 +0

Skills: Perception +4, and Stealth +3.
Damage Resistances: cold
Damage Immunities: bludgeoning, piercing, and slashing from non-magical attacks not made with silvered weapons.
Senses: Passion Perception 14.
Languages: Aquan, Common (cannot speak in animal form).
Challenge Rating: 3 (700XP)

  • Amphibious. The seawolf can breathe air and water.
  • Aquatic Superiority. When fighting creatures without a natural swim speed (i.e., not natively aquatic), the seawolf gains a +2 on to-hit and damage rolls.
  • Curse of the Sea. A creature reduced to 0 hit points by the attacks of a seawolf must succeed in a CON save or be cursed to turn into a seawolf at midnight of the next new moon. A cursed creature can have the curse removed as normal before that time, but once transformed, it can only be restored to its original form by a wish or miracle spell. It only remembers its original life dimly, but its humanoid form is recognizably the same as before, albeit with a feral cast.
  • Keen Hearing And Smell. The seawolf has Advantage on Wisdom (Perception) checks that rely on Hearing or Smell.
  • Shapechanger. The seawolf can use its action to Polymorph into a large seal/wolf-humanoid hybrid, into a wolf-headed seal, or back into its true form, which is humanoid. Its statistics, other than its size and 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.
 

Actions

  • Multiattack (Humanoid or Hybrid Form Only). The seawolf makes two attacks: One with its Bite and one with its Claws or weapon carried (usually a spear).
  • Bite (Seawolf or Hybrid Form Only). Melee Weapon Attack: 1d20+6 To Hit, Reach 5ft, One Target. Hit: 6 ( 1d8+4 ) piercing damage plus curse of the sea. Each time a seawolf bites a living target, the target gains a "stack" of bleed. This can be tracked using tokens. For each token the target has, it takes 1 necrotic damage at the start of its turn. This damage persists for 1 minute before fading away. Any magical healing or a DC 15 Wisdom (Medicine) check can stop the bleeding.
  • Claws (Hybrid Form Only). Melee Weapon Attack: 1d20+6 To Hit, Reach 5ft, One Target. Hit: 7 ( 2d4+4 ) slashing Damage.
  • Spear (Humanoid Form Only). Melee or Ranged Weapon Attack: +4 To Hit, Reach 5ft, or Range 20/60ft, One Target. Hit: 5 ( 1d6+2 ) piercing damage, or 6 ( 1d8+2 ) piercing damage if used two-handed.

This baleful creature looks like an enormous seal with the shaggy fanged maw of a wolf. Its eyes glow red.
  The seawolf is a ravenous predator that combines the worst aspects of land and sea animals. Worse, they can take on the form of humanoids in order to lure ship’s crews to their doom. A typical seawolf hunt is begun by a small band of seawolves in humanoid form boarding a ship, seeking to steer it towards the rest of the waiting pack. Once in position, the lookouts are overwhelmed and murdered in order to clear the way for the pack to board and engage in an orgy of mayhem and violence. The ships are usually scuttled after the crew is slaughtered, but some are allowed to float free as bait, or are used by more ambitious seawolves to gather a new crew to murder and consume.   Seawolves rarely leave victims alive, but those that do escape them may be transformed into seawolves themselves. This helps to replenish their numbers—seawolves make for poor parents, and those children who cannot keep up with the pack are left to drown or die of exhaustion. A newly transformed seawolf escapes into the ocean if possible upon transforming, and its first victims are usually its traveling companions. A seawolf remembers only fragments of its life before the change, and may have a personality quirk or two carried over, but is essentially a different, crueler, person.   The natural form of a seawolf is that of a mighty seal with a wolf’s head, and it is this form they are most frequently found in. Their hybrid form is used primarily in combat with humanoids, as they enjoy the mobility it allows on land. Seawolves gather some treasure, usually in the form of magical weapons and armor to use when in a humanoid form. They are nomadic over a wide territory, and territorial clashes between rival packs are both frequent and bloody. Even when in humanoid form they are pure carnivores, and cannot stand the taste of grains or vegetables.   In its natural form, a seawolf is about twelve feet long. They stand between six and seven feet tall in their hybrid forms, and are typically tall for their apparent race when in humanoid guise.

Suggested Environments

Cold and temperate oceans and coasts


Created by

solomani.

Statblock Type

Monster

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