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Werewolf

Werewolves are a race of people from the evil lands of Ingmire that have the ability to shapeshift between a humanoid and humanoid-wolf hybrid form. They are aggressive, blood hungry creatures that possess great physical strength and agility.
ability score increase: +2 Str and +1 Dex
age: Werewolves reach adulthood at about the same age that humans do, but can live for several centuries.
alignment: Most Werewolves praise Amuvor and fully embrace his chaotic ideologies. They often put others in harm's way in order to benefit themselves, and are more often evil than neutral or good.
Size: Medium
speed: 30ft
Languages: You can speak, read and write Common and one other language of your choice.
race features:
Darkvision. Werewolves are accustomed to lurking in the night to hunt their prey, giving them superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.   Keen Senses. You have proficiency in the Perception skill.   Shapechanger. As a bonus action, you can polymorph into your humanoid-wolf hybrid form or back into your true form, which is humanoid. Your statistics are the same in each form. You revert to your true form if you are reduced to 0 hit points or die. When you transform, you gain temporary hit points equal to your level + your Constitution modifier. Any temporary hit points that remain when you revert to your humanoid form are lost, but the amount left over is regained if you transform into your hybrid form again. You can gain the full amount of temporary hit points once with this trait, and regain the ability to do so when you finish a long rest.   Bite. While you are in your hybrid form, you can make a bite attack as an unarmed strike. If you hit with your bite, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.   Blood Hunger. The sight, smell, and taste of blood and destruction can occasionally empower your animalistic strength. When you reduce a creature to 0 hit points with a melee attack, you can choose to gain advantage on the next bite attack you make before the end of your next turn. If this attack hits, it deals an extra 1d6 piercing damage and you can't use this trait again until you finish a short or long rest.

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