Loup Garou

medium monstrosity (shapechanger), chaotic evil

D&D 5e / SRD 5.1

Challenge 10 (5,900 XP)

Available with DM subscription
Register to save this monster forever!

This monster will be deleted in 5 days. Create a free account to claim all your generated content.

STR
18 (+4)
DEX
16 (+3)
CON
18 (+4)
INT
10
WIS
14 (+2)
CHA
12 (+1)

Defense

Armor Class
15 (natural armor)
Hit Points
136 (16d8+64 +4)
Speed
30 ft.

Proficiencies & Senses

Saving Throws Strength, Constitution
Skills
Stealth +7, Survival +6, Athletics +8, Acrobatics +7, Perception +6, Intimidation +5
Senses
Darkvision (60 ft.)
Scent (The loup garou can track creatures by smell, gaining advantage on Wisdom (Survival) checks to track.)
passive Perception 16

Characteristics

Damage Vulnerabilities
silvered
Damage Resistances
cold, necrotic
Damage Immunities
bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
Condition Immunities
charmed, frightened
Languages Common, Sylvan, Undercommon

Traits and Actions

Shapechanger

Trait
The loup garou can use its action to polymorph into a Large wolf-humanoid hybrid or back into its true form, which is a Medium 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.

Keen Hearing and Smell

Trait
The loup garou has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics

Trait
The loup garou has advantage on an attack roll against a creature if at least one of the loup garou's allies is within 5 feet of the creature and the ally isn't incapacitated.

Blood Frenzy

Trait
The loup garou has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Silver Weakness

Trait
The loup garou is vulnerable to damage from silvered weapons. When it takes damage from a silvered weapon, it must succeed on a DC 15 Constitution saving throw or be unable to use its Shapechanger trait until the end of its next turn.

Multiattack

Action
In hybrid form, the loup garou makes two attacks: one with its bite and one with its claws. In humanoid form, it makes two melee attacks with its silvered longsword.

Bite (Hybrid or Wolf Form Only)

Action
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 7 (2d6) necrotic damage. The target must succeed on a DC 15 Constitution saving throw or be cursed with loup garou lycanthropy.

Claws (Hybrid Form Only)

Action
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Silvered Longsword (Humanoid Form Only)

Action
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (1d10 + 4) slashing damage plus 7 (2d6) necrotic damage.

Howl (1/Day)

Action
The loup garou lets out a terrifying howl. Each creature within 60 feet that can hear it must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Running the encounter

Combat Behavior

Tactics

  • Uses Pack Tactics and Blood Frenzy to focus on wounded prey.
  • Howls to frighten enemies before closing to melee.
  • Shapechanges to hybrid form for combat, reverting to humanoid to escape.

Morale

Fights fiercely while allies are present; retreats if reduced below 30 hit points and no allies remain.

Appearance & presence

Monster Description

A loup garou is a towering horror that blurs the line between human and wolf, its true form a Medium humanoid whose flesh seems perpetually strained by something violent beneath. In hybrid form, it stands nearly eight feet tall, its body a grotesque amalgam: a wolf's elongated skull with glowing red eyes set above a humanoid torso corded with unnatural muscle. Matted fur, the color of wet ash and old blood, covers its shoulders, back, and limbs, while its hands end in elongated, blackened claws that scrape the ground when it hunches forward.

Its jaws are too wide for a human face, lined with teeth that seem to rotate and reset themselves as it speaks in a voice like gravel grinding in a iron pot. When it moves, it does so with a predator's economy—no wasted motion, every step silent on forest loam or swamp muck. Its breathing is a wet, rattling rasp, and when it howls, the sound carries a harmonic wrongness that makes the air feel thick and the bones ache.

The creature constantly twitches its ears and flares its nostrils, tasting the air for blood and fear. In humanoid form, it appears as a gaunt, weather-beaten traveler with too-sharp canines and eyes that reflect light like an animal's, often wrapped in a heavy cloak to hide its unnatural stillness. The stench around it is a mix of wet fur, copper, and a faint sweetness like rotting flowers.

Instincts & motives

Monster behavior

Loup garous are creatures of hunger and hierarchy, driven by a constant, gnawing need to assert dominance over their territory and their pack. They are rarely solitary by choice; a loup garou seeks to gather lesser lycanthropes, wolves, or even charmed humanoids into a crude pack, using them as scouts and shock troops. Their motivations are simple: feed, expand territory, and eliminate rivals. They are cunning ambush predators, preferring to stalk prey for hours, testing defenses, and exploiting weakness.

Against intruders, they rarely attack head-on unless enraged or starving; instead, they use their shapechanging to observe from a distance in humanoid form, sometimes even approaching travelers as a lost hunter to gauge their strength. If confronted, a loup garou will attempt to isolate the weakest target, using its howl to scatter and frighten, then picking off stragglers. They are not mindless; they can be bargained with, though the price is always steep—usually fresh meat, a silvered weapon surrendered, or safe passage through their land. They hold a particular hatred for those who wield silver, and will prioritize such foes above all others, driven by a primal fear of the metal.

Habitat & life cycle

Ecology

Loup garous are cursed creatures, born of dark magic or the bite of another of their kind, and as such they do not fit neatly into natural ecosystems. They prefer dense, trackless forests and fog-choked swamps where they can hunt unseen and where the boundary between civilization and wild is thin. They are apex predators within their territories, preying on deer, boar, and livestock, but they crave the flesh of sentient beings, which they claim tastes of fear and thought.

Their metabolism is unnaturally efficient; they can go weeks without food, but when they feed, they gorge. They do not reproduce biologically—their curse spreads through their bite, and a victim who survives the fever becomes a loup garou on the next full moon. They are fiercely territorial and will drive off or kill other predators, including other lycanthropes, though they sometimes dominate werewolves into servitude. They have no natural predators, save for silver-armed hunters and the occasional desperate pack of adventurers.

Origins & legends

History

The first loup garou are said to have been born from a pact between a desperate noble family and a dark fey spirit of the hunt, a curse laid upon them for their cruelty to their own peasants. The curse spread through their bloodline and, later, through their bite, creating a lineage of monsters that has plagued the wilds for centuries. Local legends speak of the 'Silvered Hunter,' a loup garou that terrorized a mountain pass for decades, killing travelers and leaving only their silvered coins arranged in a spiral, until a paladin of the Silver Flame tracked it to its lair.

In many regions, loup garous are blamed for livestock deaths and disappearances, sometimes rightly, sometimes not. Adventure hooks often involve a village plagued by a beast that only attacks at night, a cursed bloodline seeking a cure, or a loup garou that has taken control of a pack of werewolves and is threatening a trade route. Some scholars believe that a loup garou can be cured if the original curse-caster is slain, but the fey spirit that started it all has not been seen in living memory.

Ready to Unleash Your Dungeon Master Potential?

Join thousands of DMs and turbocharge your campaign preparation with Fable Fiesta!

Register, and get access to monster abilities, combat behaviour and lore!

Sign Up Now - It's Free!

No credit card required. Start writing in minutes!