Shapechanger. The Wulver can use its action to polymorph into a wolf, or back into its true form, which is humanoid. Its statistics, other than its 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. The Wulver has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Darkvision. Wulvers have 30ft Darkvision from aeons of hunting at night.
Swimming. Wulvers love water and are strong swimmers.
Multiattack. The Wulver makes two attacks: with its spear (humanoid form only), its bite (both forms) and one its claws (wolf form only).
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. Wulvers are not lycanthropes, so its bites only do normal damage.
Claws. (Wolf Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (2d4 + 2) slashing damage.
Spear (Humanoid Form Only). Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.
Description
Often mistaken for werewolves, Wulvers are wise and beneficial wolf-men that typically live in peace with human neighbors. They can be mistaken for their evil cousins at first sight, but are smaller, less muscled (though faster) and on closer inspection their fur is softer fur and faces kinder.
Wulvers are expert fishermen, and they often leave fresh fish left at the doors of friendly human families, especially in times of need. Wulvers live in human style villages, usually blackhouse cottages with thatched roofs, and their favourite fishing spot is often named The Wulver Stone by humans.
Wulvers hate evil in general, and Werewolves are their sworn enemies. They have been known to ally with humans in times of trouble. A very small minority get a taste for human company and have been known to become adventurers.
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