Seithr Frenzy. While the Wulver's Seithr Imbued trait is active, it can make one extra claw attack as part of it's Multiattack. It continues to make claw attacks until it misses.
Rabid. If a creature is hit by the Wulver's bite attack, it cannot regain hit points until the end of the Wulver's next turn.
Magic Weapons. The Wulver's weapon attacks are magical and ignore resistance to slashing damage.
Multiattack. The Wulver makes three attacks: two with it's claws and one with it's bite.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., 1 target. Hit: 15 (2d8 + 6) slashing damage.
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., 1 target. Hit: 16 (4d4 + 6) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the Wulver can't bite another target. At the start of each of the target's turns, they take the Bite's damage and undergoes the effect of Rabid.
Seithr Imbued (1/Day). The Wulver gains resistance to magical damage for 1 minute. During this time, it regains 10 hit points at the start of each of it's turns and can take the Dash action as a bonus action.
Punish Cowardice. If a creature moves more than 10 feet away from the Wulver while within it's line of sight, it can use it's reaction to run up to it's movement speed and bite that creature.
Hyper-Aggression. The Wulver can make Opportunity Attacks when a creature enters it's reach. When the Wulver hits creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn, and creatures provoke opportunity attacks from the Wulver even if they take the Disengage action.
Description
Wulvers are 7-foot tall human-wolf hybrid creatures that are covered completely in fur. They posses superhuman strength and have long, sharp claws. Their bite infects those with Sight Rot and prevents them from healing properly. They are extremely aggressive and prioritize attacking weak targets to eat. Although some wulvers are solitary, others choose to stay in familial bands. However, they most often run in packs of normal wolves. Wulvers are able to influence and command these beasts, making them much more vicious and bolder.
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