CF: Werecreature, Wolf

The First Change

WIP
  The Werewolf, the most classic form of a zoanthrope. Often called a Lycanthrope, these creatures are mostly known through legend and cultural osmosis.  
Attuned Animal Natural Weapons
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Bite (Piercing), Claw (Slashing), Horn (Bludgeoning or Piercing), or Stomp (Bludgeoning).

These weapons have Agile⚙️ and Finesse⚙️, are part of the Unarmed Weapon Group, and do 1d4 + Half-Proficiency damage.

Their damage dice increases to 1d6 damage at 5th character level, 1d8 at 10th, and 1d10 at 15th level.

Merits Flaws Anathema
Wolf (or other Pack Canines) Bite (piercing), Claw (slashing)

Werewolf Senses: You gain Advantage on Perception Checks made with Hearing or Smell in all forms.

Viciousness: All attacks in your Normal and Feras forms deal additional damage equal to a bonus dice (base d4) damage. This increases by 1 step (base d6) at level 11. This bonus dice increases by 1 step in Medius Form (base d6, base d8 at level 11).

None

Lunar Call: The werewolf is tied to a phase of the moon (GM's choice, unless otherwise noted). The werewolf must make a Will saving throw before every Long Rest during the 4 days before and after that phase of the moon. When this time is 1 day or lower, the Werewolf has disadvantage on the roll. On the night of the phase, the Werewolf automatically fails the save. On failure, the Werewolf is forcibly transformed into their Medius Form and cannot change their form until they complete a long rest.

The GM may also take control of their character and/or challenge them in other ways.


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