Varrg, Hill Giant Werewolf
Large natural humanoid (earth, giant, shapechanger)
Level 13 Elite Brute (Leader) XP 1600
| HP 320; Bloodied 160 | Initiative +10 |
| AC 25, Fortitude 27, Reflex 23, Will 24 | Perception+13 |
| Speed 8 (10 in wolf form) | Low-light vision |
| Immune greater moon frenzy | |
| Saving Throws +2; Action Points 1 | |
Traits
☼ Blood Moon ✦ Aura 5
Varrg and any ally in the aura gains a +5 bonus to damage rolls against bloodied targets.
Regeneration
Varrg regains 10 hit points whenever he starts his turn and has at least 1 hit point. If Varrg takes damage from a silvered weapon, his regeneration does not function on his next turn.
Standard Actions
(⚔) Greatclub (weapon) ✦ At-Will
Requirement: Varrg must be in giant or hybrid form.
Attack: Melee 2 (one creature); +18 vs. AC
Hit: 3d10 + 10 damage.
(⚔) Bite (disease) ✦ At-Will
Requirement: Varrg must be in dire wolf or hybrid form.
Attack: Melee 1 (one creature); +18 vs. AC
Hit: 3d8 + 13 damage. At the end of the encounter, the target must make a saving throw. On a failure, the target contracts greater moon frenzy (stage 1).
Speed of the Wolf ✦ At-Will
Requirement: Varrg must be in dire wolf or hybrid form.
Effect: Varrg uses bite, shifts up to 6 squares, and uses bite again.
Sweeping Strike ✦ At-Will
Requirement: Varrg must be in giant or hybrid form.
Effect: Varrg uses greatclub twice.
Minor Actions
Change Shape (polymorph) ✦ At-Will (1/round)
Effect: Varrg alters his physical form to appear as a dire wolf, a hill giant, or a humanoid hybrid of the two. The new form persists until Varrg uses change shape again or until he drops to 0 hit points.
ᗕ Savage Howl ✦ Encounter
Effect: Close burst 5 (allies in the burst); each target gains 15 temporary hit points, and each target that has a bite attack can make a bite attack as a free action.
Skills Athletics +18, Endurance +16, Intimidate +12
Str 24 (+13) Dex 18 (+10) Wis 14 (+8)
Con 20 (+11) Int 7 (+4) Cha 12 (+7)
Alignment Chaotic Evil Languages Common, Giant
Equipment: greatclub .
Greater Moon FrenzyLevel 13 Disease
Stage 0: The target recovers from the disease.
Stage 1: Initial Effect: The target takes a -2 penalty to Will.
Stage 2: While bloodied, the target must make a saving throw at the end of each turn. If the saving throw fails, the target makes a melee attack on its next turn against a random target within 5 squares of it. If no targets are within 5 squares, the target does nothing but move in a randomly chosen direction.
Stage 3: Final State: The target attacks the nearest creature in its line of sight. If it cannot see any other creatures, it does nothing but move in a randomly chosen direction.
Check: At the end of each extended rest, the target makes an Endurance check if it is at stage 1 or 2.
13 or lower: The stage of the disease increases by one.
14-19: No Change
20 or higher: The stage of the disease decreases by one.
Published in Dungeon Magazine 197.