Vilktak
Medium humanoid (shapechanger), neutral evil
Armor Class 16 (natural armor)
Hit Points 136 (16d8 + 64)
Speed 40 ft.
STR 18 (+4) · DEX 16 (+3) · CON 18 (+4) · INT 12 (+1) · WIS 14 (+2) · CHA 10 (+0)
Skills Perception +6, Stealth +7
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Senses Darkvision 60 ft., passive Perception 16
Languages Common (can't speak in wolf form)
Challenge 8
Traits
Shapechanger. The Vilktak can use its action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into its human form. 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 human form if it dies.
Keen Hearing and Smell. The Vilktak has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Human Intelligence. The Vilktak retains its Intelligence, Wisdom, and Charisma scores in all its forms.
Wound Reflection. Any wound inflicted on the Vilktak in its wolf or hybrid form appears on its body when it reverts to human form.
Actions
Multiattack (Hybrid or Wolf Form). The Vilktak makes two attacks: one with its Bite and one with its Claws (hybrid form) or two with its Bite (wolf form).
Bite (Wolf or Hybrid Form). Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 10 (1d10 + 4) piercing damage. If the target is a humanoid, it must succeed on a DC 15 Constitution saving throw or be cursed with Vilktak lycanthropy.
Claws (Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 13 (2d8 + 4) slashing damage.
Savage Charge (Wolf or Hybrid Form, Recharge 5–6). The Vilktak moves up to its speed towards a creature it can see and makes a Bite attack. On a hit, the target must make a DC 15 Strength saving throw or be knocked prone.
Reactions
Deflect Attack. The Vilktak adds 3 to its AC against one melee attack that would hit it. To do so, the Vilktak must see the attacker.
### Vilktak Lycanthropy
A humanoid creature cursed with Vilktak lycanthropy undergoes its first transformation under the next full moon. The curse can be removed by a remove curse spell (PHB, p. 271) or similar magic. Those cursed may find themselves struggling with the instincts of the Vilktak, potentially leading to uncharacteristic behaviors.
Lore
Werewolves closely resembling Western European werewolves; they either inherit the condition at birth or acquire it through a witch’s curse.
Vilktaks are either born or transformed into their state—often after a sorcerer casts a curse or performs a special ritual. According to legends, the ritual involves sorcerers or witches placing an enchanted belt on a person and then reciting a special incantation. Unfortunately, the text of this spell has not survived to the present day, nor is there any depiction of the belt. It is presumed that the belt was made of fabric but woven with wolf's wool and embroidered with special runes. The spell could be temporary or permanent. In the case of a permanent enchantment, to revert back into a human, a Vilktak had to undergo a difficult trial: he had to kneel motionless for a hundred years.
A Vilktak outwardly resembles a wolf but has human teeth and a distinctive white spot on its chest. Another feature that sets it apart from a wolf is its short tail. Any wound inflicted on a Vilktak in its wolf form remains when it transforms back into a human. After killing a Vilktak, it is discovered to be a person in a wolf's skin—sometimes adorned with amber jewelry, rosary beads, or a wedding ring.
From The Witchwood Bestiary 5E, p. 88 · Fern Flower Press