Keen Hearing and Smell. The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (2d4 + 2) slashing damage.
Spear. 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.
Sickle. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 2) slashing damage.
Fishing Pole. Melee Weapon Attack: +4 to hit, reach 20 ft., one creature. Hit: 1 slashing damage. Target must succeed on a DC 12 save or be pulled 10 ft. in any direction the Wulver chooses, given it is not pushing the target away from the Wulver.
Description
The Wulver race is commonly mistaken for werewolves, and for this often keep to themselves as to not cause fear in the communities they neighbor. However, Wulvers are far different personality-wise than their lycanthropic counterparts.
Wulvers spend most of their time foraging, fishing, or relaxing whilst smoking a pipe. Wulvers are excellent anglers, and often catch far more than they will ever need. For this, they seek out the homes of the less-fortunate, and leave their leftover fish on the family’s windowsill.
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