Shapechanger. The werewolf is a Shapechanger. It cannot be reverted into a form other than its wolf form, except for with the spell True Polymorph. It reverts to its true form if it dies.
Keen Hearing and Smell. The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Multiattack. The werewolf makes two attacks: two with its claws, or one with its bite and one with its claws.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 6 (2d10 + 5) piercing damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with werewolf lycanthropy.
Claws. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 7 (2d6 + 5) slashing damage.
Feast of the Wolves. If you attack a target under the effect of the Frightened or Surprised condition, or attack a target while Hidden, increase your attack range of your Claws attack by 10 feet. After a successful attack, the target must succeed on a DC 17 Strength saving throw or be knocked prone
Regeneration. The Werewolf Ravager regains 12 (2d10)+5 hit points at the start of its turn if it has at least 1 hit point. If the Werewolf Ravager takes damage from silvered weapons, or weapons coated in Wolfsbane, this trait doesn’t function at the start of their next turn.
Stay on the Hunt. If a creature disengages from the Werewolf Ravager, the Werewolf Ravager may use their reaction to move up to 30 feet.
Description
A Werewolf Ravager is the curse of a insatiable predator that has spread to a humanoid and bonded with its host's own soul. While resisting the curse, those claimed transform only during nights of the full moon, and the nights before and after, losing their intelligence and becoming savage beasts. By accepting the curse, the afflicted gains control over their form, but loses sense of self over time to the curse, and must change alignment.
The Weakness to Vorpal Swords is meant to be Weakness to Silver weapons
Average Height: 2.6m Average Weight: 207 kgs
This werewolf curse cannot be removed by any conventional Remove Curse or Restoration spells. Upon becoming a werewolf each night, roll Sanity di(c)e to determine your allies and enemies, and your hostilities.
Previous Versions
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11/10/2022 2:21:29 AM
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