Killer Instinct D&D 5E: Sabrewulf

Sabrewulf Killer Instinct DnD 5e.png


Medium humanoid (human), occultist* (werecreature)[B] 13/monk (martial artist [M]) 4
Armor Class 21 (martial arts stances, natural armor, Lycanthropic Form)
Hit Points 110 (17d8+34)
Speed 70 ft.


15 (+2) 18 (+4) 14 (+2) 9 (-1) 16 (+3) 9 (-1)

Saving Throws Str +8, Dex +10, Con +8, Wis +9, Cha +5
Skills Insight +9, Investigation +5, Perception +9, Stealth +10; ceremonial relics +5
Damage Resistances piercing, slashing; bludgeoning from weapons that are not silver (while in Lycanthropic Form)
Condition Immunities charmed, frightened, poisoned
Senses darkvision 60 ft. (sees through magical darkness), passive Perception 24
Languages Common
Challenge 13 (10,000 XP)

Dark Strike. Sabrewulf can use Dexterity or Strength for the attack and damage rolls of his unarmed strikes, and he can roll a d10 in place of the normal damage of his unarmed strike. When he uses the Attack action with an unarmed strike on his turn, he can choose to deal necrotic damage by spending a bonus action. He can use Constitution for the attack and damage rolls of his unarmed strike when dealing necrotic damage.

Devotee of Darkness. Sabrewulf has advantage on Dexterity (Stealth) checks and Wisdom (Perception) checks made in darkness or dim light. 

Feat: Stance of the Tiger’s Claw (3) [M]. Jago has advantage on Charisma (Intimidation) checks and checks made to disarm a foe or avoid being disarmed. In addition, Jago may roar as a bonus action to give enemies within 20 feet of him the frightened condition for 1d4 rounds; a DC 16 Wisdom saving throw resists the effect. He cannot use this feature again until he has completed a long rest.

Ki (4 points/Short Rest). Sabrewulf can spend ki points to fuel various ki features. 

  • Flurry of Blows. Immediately after Sabrewulf takes the Attack action on his turn, he can spend 1 ki point to make two unarmed strikes as a bonus action.
  • Patient Defense. Sabrewulf can spend 1 ki point to take the Dodge action as a bonus action on his turn.
  • Step of the Wind. Sabrewulf can spend 1 ki point to take the Disengage or Dash action as a bonus action on his turn and his jump distance is doubled for the turn.

Keen Senses. Sabrewulf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Lycanthropic Form. Sabrewulf can use an action to polymorph into a beast-humanoid hybrid or into a wolf), or back into his true form. While in hybrid or beast form his AC increases by 3. His statistics, other than his AC, are the same in each form. Any equipment he isn’t wearing or carrying isn’t transformed. Sabrewulf reverts to his true form if he dies. When the moon is full he cannot assume human form. Sabrewulf can only use his Dark Strike while in hybrid or beast form.

Lycanthropic Hide.  While in hybrid or beast form, Sabrewulf has resistance to any bludgeoning, piercing, and slashing from nonmagical weapons not made with silvered weapons.

Martial Arts. Sabrewulf can use Dexterity instead of Strength for the attack and damage rolls of his unarmed strikes and monk weapons. In addition, when Sabrewulf uses the Attack action with an unarmed strike or a monk weapon on his turn, he can make one unarmed strike as a bonus action.

Powerful Leaps. While in hybrid or beast form, Sabrewulf quadruples the distance of any jumps he makes.

Supernatural Save. Sabrewulf gains proficiency with Strength, Dexterity, and Wisdom saving throws. He may change which type of saving throw he gains proficiency in by performing an hour long ritual that requires the use of ceremonial relics. At the end of the ritual he makes a DC 14 Charisma check and on a success, he may change one type of saving throw proficiency granted by this feature. On a failed check he cannot change the type of saving throw again for one week. 


Extra Attack (2). Sabrewulf attacks three times when he takes the attack action (using a bonus action he can attack a fourth time with Martial Arts, or a fourth and fifth time with 1 ki to use Flurry of Blows).

Unarmed. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d10+4) magical bludgeoning damage plus 4 (1d8) slashing damage.


Deflect Missiles. Sabrewulf can use his reaction to deflect or catch the missile when he is hit by a ranged weapon attack. When he does so, the damage he takes from the attack is reduced by 1d10+4. When the damage is reduced to 0, he can catch the missile if it is small enough for him to hold in one hand and he has at least one hand free. If he catches a missile in this way, Sabrewulf can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition he just caught, as part of the same reaction (+10 to hit, range 20/60 ft., 1d10+4 damage).

Slow Fall. Sabrewulf can use his reaction when he falls to reduce any falling damage he takes by 20.


B = Book of Exalted Darkness

M = Mists of Akuma

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