Medium Humanoid, Typically Neutral Good
Armor Class 11 Natural Armor
Hit Points 58 (9d8 + 18)
Speed 30 ft., swim 10 ft.
STR
15 (+2)
DEX
13 (+1)
CON
14 (+2)
INT
13 (+1)
WIS
16 (+3)
CHA
10 (+0)
Skills Nature +5, Perception +4, Stealth +3, Survival +5
Senses Passive Perception 14
Languages Common, Sylvan
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Keen Hearing and Smell. The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions

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.

Habitat: ForestHillSwamp

DBG2019

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