Homebrew Adalwolf Species Details

Adalwolves appearance resembling canine heads with  normally having a fairly muscled body. because of how fluffy their tails can be some Adalwolves lose their tails to the black market. Someone once wrote that Adalwolves make the best allies because of their religion, they will never betray their allies and they are some ferocious fighters that will always back you up. Terrain that their often found is wild grasslands that mix with some flatland. Rare but possible are uncultivated forests and cold plains but they often are in wild grasslands. their religion in-detail they have four gods,  Amoux the Adalwolf-god of destruction who represents their ferocious in battle, Ulmer Adalwolf-god of survival who represents their desire to make their pack thrive, Ulrich the Adalwolf-goddess of law and loyalty who is their  head god who represents their custom and loyalty, Eyolf the Adalwolf-goddess of luck and fertility who represents the strength of a caring pack and fertility of the land. they are a nomadic people who live in a section of their territory and every six months they change to a different hunting ground in their territory when previous hunting ground lower percent of game. every fives years they have a meeting of the five major packs, to share news and are run by shamans that form the council of wolves. any Adalwolf that shows a sign of magic get called shamans, Adalwolves always respect the shamans as most Adalwolves don't understand magic. A important detail to survive around them never mention lycanthropy of the wolf they despise werewolves, if ever mixed up with werewolves makes them very wrathful.

Adalwolf Traits

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Bite

Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike.

Adalwolf claws

Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike.

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