Keen Hearing and Smell. The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.
Magic Impalements. Attacks made with the blades impaled in the werewolf's skin are magical.
Multiattack. The werewolf makes two attacks: one with its bite and one with its claws. It can substitute one or both attacks with a blade slash.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werewolf lycanthropy.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (2d4 + 2) slashing damage.
Blade Slash. Melee Weapon Attack: +4, reach 5 ft., one creature. Hit: 14 (2d8 + 2) slashing damage.
Description
The werewolf is feared enough as a monstrous creature with an insatiable bloodlust. In undeath, there is not much of a difference, save for that any trace of the beast's humanity has left it entirely, replaced by an endless hunger that has made its bloodlust more intense. It wears its old human skin like a grotesque coat, and its body is often covered in weapons that have embedded into its skin. It no longer can transform, but its curse remains just as potent.
Previous Versions
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8/4/2021 5:08:22 AM
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Coming Soon
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