Grappler. While a creature is grappled by Colfax the Ravager, he has advantage on attack rolls against grappled targets, and the target takes an additional 3 1d6 damage whenever it is hit with Colfax the Ravager's bite or claw attack.
Shapechanger. The werewolf can use its action to polymorph into a wolf-humanoid hybrid or back into its true form, which is humanoid. Any armor it is wearing merges into its hybrid form. It reverts to its true form if it dies.
Multiattack. The werewolf ravager makes two melee attacks. It can only make one bite attack per turn.
Bite (Hybrid Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) piercing damage. The target must succeed on a DC 14 Strength saving throw or be grappled.
Additionally, if the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with werewolf lycanthropy.
Claw (Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) slashing damage.
Long Sword. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 9 (1d8 + 4) piercing damage.
Colfax the Ravager can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Colfax the Ravager regains spent legendary actions at the start of its turn.
Maul. Colfax the Ravager rushes towards a creature, moving up to his movement speed, and performs a Bite attack on a creature within range.
Coordinated Laceration. Colfax the Ravager can either allow two ally creatures to perform immediate attack actions, or allow two ally creatures to move up to their movement speed immediately, without provoking opportunity attacks.
Bloodlust [Costs 2 Actions]. Colfax the Ravager howls, giving all ally creatures within earshot advantage until his next turn, but making all attacks against them have advantage.
Description
“During full moons, inhabitants of Feactis stay inside with the doors barred and windows tightly shut. Even then, they look at those indoors with them with a suspicious eye. One never knows.”
Cursed Existence. Lycanthropy is not a disease, but a magical curse that spreads when one of its bearers bites a victim. Most lycanthropes live a pained existence, constantly at war with the primal instincts that drive them to kill.
Salvage
Lycanthropes exist in a state of perpetual mental turmoil, and over time their memories fragment. As a result, many carry keepsakes of their past lives to strengthen the memories they do not want to lose. The pelt of a lycanthrope is prized by certain mages for the crafting of magical cloaks, particularly cloaks that allow a person to change their form such as the cloak of the bat or the cloak of the manta ray.
Lore
DC 10 Intelligence (Nature): Lycanthropy is an uncommon affliction in Feactis. The source is a curse that twists mind and body into that of a savage beast. Though they can change at will, the light of the full moon forces the transformation no matter what.
DC 15 Intelligence (Nature): In addition to the normal transmission of the curse through the bite of a lycanthrope, certain dryad sects also perform rituals to create new lycanthropes. This ritual is known as the Lunar Sacrament, used as a tool to protect dryad groves from invasion.
DC 20 Intelligence (Nature): While the nature of the transformation tends to override the senses with bestial fury, some can control themselves. By finding a balance between man and beast, they gain greater control over the curse, gaining the ability to turn into a full animal and retain their mental faculties.
Comments