Keen Hearing and Smell. Zulieka has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Grappler. Zulieka has advantage on attack rolls against a target she is grappling, and the target takes an additional 3 (1d6) damage whenever it is hit with Zulieka's bite or claw attack.
Shapechanger. Zulieka can use her action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into her true form, which is humanoid. Any equipment she is wearing or carrying isn't transformed. Zulieka reverts to her true form if she dies.
Rage. While in her hybrid form, Zulieka can use a bonus action to fly into a rage, which lasts for 1 minute. The rage ends early if Zulieka falls unconscious or exits her hybrid form. When the rage ends, Zulieka must succeed on a DC 15 Constitution save or gain a level of exhaustion; any pre-existing levels of exhaustion she had sustained before entering her rage return after the rage ends. Once this ability is used, Zulieka must complete a long rest before she can use it again. While raging in this way, she gains the following:
- Zulieka has advantage on attack rolls against any creature that doesn’t have all of its hit points.
- Zulieka has advantage on Strength checks and Strength saving throws.
- Whenever Zulieka makes an attack using her Strength, she gains a +3 bonus to the damage roll (included in attack).
- Zulieka has immunity to exhaustion and cannot become frightened.
Regeneration. Zulieka regains 10 hit points at the start of each of her turns. If she takes damage from a silver weapon, this trait doesn’t function at the start of Zulieka's next turn. Zulieka dies only if she starts her turn with 0 hit points and doesn’t regenerate.
Multiattack (Humanoid or Hybrid Form Only). Zulieka makes two attacks, only one of which can be a bite.
Spear (Humanoid Form Only). Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or ranged 20/60 ft., one creature. Hit: 6 (1d6 + 3) piercing damage or 7 (1d8 + 3) piercing damage if wielded in two hands to make a melee attack.
Short Sword (Humanoid Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) piercing damage.
Claw (Humanoid or Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) slashing damage or 11 (2d4 + 6) slashing damage while raging.
Bite (Hybrid or Wolf Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage or 10 (1d8 + 6) piercing damage while raging. The target must succeed on a DC 14 Strength saving throw or become grappled. If the target is a humanoid, it must also succeed on a DC 14 Constitution saving throw or be cursed with garou lycanthropy.
Garou Aggression (Humanoid or Hybrid Form Only). Zulieka moves up to half of her speed (rounded down).
Lupine Speed (Wolf Form Only). Zulieka takes the Dash action, ignoring movement restrictions from nonmagical difficult terrain.
Description
A werewolf is a savage predator that can appear as a humanoid, as a wolf, or in a terrifying hybrid form—a furred and well-muscled humanoid body topped by a ravening wolf’s head.
In its humanoid form, a werewolf has heightened senses, a fiery temper, and a tendency to eat rare meat. Its wolf form is a fearsome predator, but its hybrid form is more terrifying by far — a furred and well-muscled humanoid body topped by a ravening wolf’s head. A werewolf can wield weapons in hybrid form, though it prefers to tear foes apart with its powerful claws and bite.
Most werewolves flee civilized lands not long after becoming afflicted. Those that reject the curse fear what will happen if they remain among their friends and family. Those that embrace the curse fear discovery and the consequences of their murderous acts. In the wild, werewolves form packs, which can also include Wolves and Dire Wolves.
~ Van Richten
Curse of Lycanthropy. A humanoid afflicted with garou lycanthropy becomes a werewolf during the night of the next full moon, wherein the afflicted creature completes its first transformation. A humanoid child born to one or more lycanthrope parents carries the curse in its blood; and usually completes its first transformation by the age of six.
A werewolf, moreover, a lycanthrope, can either resist its curse or embrace it. By resisting the curse, a lycanthrope retains its normal alignment and personality while in humanoid form. It lives its life as it always has, burying deep the bestial urges raging inside it. However, when the full moon rises, the curse becomes too strong to resist, transforming the individual into its beast form — or into a horrible hybrid form that combines animal and humanoid traits. When the moon wanes, the beast within can be controlled once again. Especially if the cursed creature is unaware of its condition, it might not remember the events of its transformation, though those memories often haunt a lycanthrope as bloody dreams.
Some individuals see little point in fighting the curse and accept what they are. With time and experience, they learn to master their shapechanging ability and can assume beast form or hybrid form at will. Many lycanthropes that embrace their bestial natures however, eventually succumb to bloodlust, becoming evil, opportunistic creatures that prey on the weak, without the willpower to control the animal inside. Regardless of the manner by which a humanoid becomes a lycanthrope, removing the curse is no simple manner.
A remove curse spell cast upon any lycanthrope forces the target to make a Constitution saving throw (spell save DC of the caster). On a successful save, the target is unaffected by the spell, and it automatically succeeds on any saving throws it makes to resist similar effects for 1 month. On a failed save, the target gains a level of exhaustion and polymorphs into it’s natural form and can't use it’s shapechanger ability again until a period of 24 hours passes.
A greater restoration spell cast on an afflicted lycanthrope forces the target to make a Constitution saving throw (spell save DC of the caster). On a successful save, the target is unaffected by the spell. On a failed save, the target gains three levels of exhaustion and is cured of its lycanthropy.
Only the power of a wish spell can cure a natural born lycanthrope of its curse. In which case, the target immediately gains three levels of exhaustion, and must succeed on a DC 15 Constitution save or be knocked unconscious for 1 hour from the experience.
PLAYER CHARACTERS AS LYCANTHROPES
A character who becomes a lycanthrope retains his or her statistics except as specified by lycanthrope type. The character gains the lycanthrope’s speeds in nonhumanoid form, damage resistances, traits, and actions that don’t involve equipment. The character is proficient with the lycanthrope’s natural attacks, such as its bite or claws, which deal damage as shown in the lycanthrope’s statistics. The character can’t speak while in animal form.
A non-lycanthrope humanoid hit by an attack that carries the curse of lycanthropy must succeed on a Constitution saving throw (DC 8 + the lycanthrope’s proficiency bonus + the lycanthrope’s Constitution modifier) or be cursed. If the character embraces the curse, his or her alignment becomes the one defined for the lycanthrope. The DM is free to decide that a change in alignment places the character under DM control until the curse of lycanthropy is removed.
The following information applies to specific lycanthropes.
Werewolf. The character gains a Strength of 16, a Constitution of 15, and a Dexterity of 14 if his or her scores aren't already higher, and a +1 bonus to AC while in wolf or hybrid form (from natural armor). Attack and damage rolls for the natural weapons are based on Strength.
Previous Versions
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