Wolves of the Holy Throne

For my ongoing Krevborna adventures, one of the players in my new “Gothic Brunch” campaign on Sundays (using D&D 5e this time) really wanted to play a werewolf. When she learned about the Wolves of the Holy Throne, that sealed it. Every major faction has a page more or less following the same format, which I find incredibly useful as a GM. So I built them out into a faction following the same template as the others in the book and thought I’d share it here.

(c) 2011 Wizards of the Coast
Wildblood Pack by Greg Staples

Though lycanthropes are greatly feared throughout Krevborna, ancient folktales tell of a group of pious werewolves who can control their transformations. These Wolves of the Holy Throne are believed to use their bestial might to combat evil in the names of the saints.

“Krevborna” p. 42


We who have become monsters must stand guard against the truly monstrous.


  • Lycanthropy is a blessing, not a curse, when used in the service of others.
  • The saints are to be revered even when the Church has fallen to corruption.


  • Eliminate the evils that plague the land.
  • Recruit those afflicted with all forms of lycanthropy and teach them to harness their rage.


  • Capture a group of uncontrolled werebeasts and bring them to safety.
  • Uncover a lost text telling the history of the Wolves.
  • Strike from the shadows against those who would do harm to innocents.

For the player, we’re using the Lycanthropy rules from page 207 of the Monster Manual, with the exception of the alignment change.

A character who becomes a lycanthrope retains his or her statistics except as specified by lycanthrope type. The character gains the lycanthrope’s speeds in nonhumanoid form, damage immunities, traits, and actions that don’t involve equipment. The character is proficient with the lycanthrope’s natural attacks, such as its bite or claws, which deal damage as shown in the lycanthrope’s statistics. The character can’t speak while in animal form.

A non-lycanthrope humanoid hit by an attack that carries the curse of lycanthropy must succeed on a Constitution saving throw (DC 8 + the lycanthrope’s proficiency bonus + the lycanthrope’s Constitution modifier) or be cursed. If the character embraces the curse, his or her alignment becomes the one defined for the lycanthrope. The DM is free to decide that a change in alignment places the character under DM control until the curse of lycanthropy is removed.

Werewolf. The character gains a Strength of 15 if his or her score isn’t already higher, and a +1 bonus to AC while in wolf or hybrid form (from natural armor). Attack and damage rolls for the natural weapons are based on Strength.

If this sort of thing appeals to you, consider picking up the setting book!

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