Homebrew Werewolf Species Details
In folklore, a werewolf, occasionally wolfwalker or lycanthrope, is a human with the ability to shapeshift into a wolf, either purposely or after being placed under a curse or affliction with the transformations occurring on the night of a full moon.
Multiattack. (Humanoid or Hybrid Form Only). The werewolf makes two attacks: two with its spear (humanoid form) or one with its bite and one with its claws (hybrid form).
Bite (Wolf or Hybrid Form Only). Melee Weapon Attack:+4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werewolf lycanthropy.
Claws. (Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (2d4 + 2) slashing damage.
Spear (Humanoid Form Only). Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2)piercing damage if used with two hands to make a melee attack.
Werewolf Traits
Human who can convert to werewolf formShapechanger
The werewolf can use its action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into its true form, which is humanoid. In Werewolf from its strength and dexterity modifier increases by 2 and AC becomes 14, intelligence decreases by 2 and other ability scores are the same. Any equipment it is wearing or carrying isn't transformed. 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.
Frightening Effect
When you Roar your opponent has to make Wisdom saving through DC 15 if it fails it Frighten you.
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