Index: Werewolf

Humanoid | Mythical Beast | Shapechanger

 

Werewolf

What was once a person like yourself has become something else entirely. In moments or minutes, their form has shifted, the sound of bones snapping and rearranging themselves as fur and claw dawns upon their visage. Their teeth become sharp, and their face more animal like, until the being that stands before casts a long, predatory shadow against the pale moon's light.
  The Commoner that won the game of Secret Werewolf. Yes, they won. They're a heccin' werewolf. That's an absolute win.  

Statistics

-General-

* = Proficiency
+3
+3
+3
+0
+0
+0
Fortitude Save
Reflex Save*
Will Save
+3
+4
-2

-Combat-

  • Armor Class: 17
  • Max HP (+AHP): 46 (+0)
  • Average HP | Formula: 37 (+0) | 2d10+6+20 (+0)
  • Blockstun Breakpoints: Bloodied, 1 HP
  • -
  • Speed: 25 ft
  • Initiative: +4
  • Creature Senses: Low-Light Vision, Darkvision 30 ft
  • -
  • Damage Vulnerabilities: Any physical damage from Silver weapons.
  • Damage Reduction: all, except Cold Iron and Silver/4
  • Damage Resistances: All Physical damage, All Energy Damage (except from Cold Iron and Silver)
  • Damage Immunities: None
  • -
  • Condition Immunities: None
  • -
  • Doom Abilities: None
  • -Skills-

    • Proficiency Bonus: +0
      • Athletics(STR+Prof): +4
      • Intimidation(STR+Prof): +4
      • Perception(WIS+Prof): +0
      • Quickness(DEX+Prof): +4
      • (For all untrained, roll relevant Attribute Scores instead.)
    • Languages: Common

    -Other Stats-

  • Base Threat Level: 2
  • EXP: 2
  • Creature Size: Medium
  • Creature Type(s): Humanoid, Mythical Beast Shapechanger
  • Source(s): Core
  • -
  • Armor Type: Natural Armor (DEX or CON x2 + Half-Proficiency)
  • -

    Features

    Versatile Origins : ~0.0
    This creature, as a Humanoid, can come from any background or people. As such, they gain features present on the Humanoid page equal to the creature's TL.   The werewolf retains these in all forms, as per the Zoanthrope's Cursed Gift feature
      Zoanthrope's Cursed Gift, Wolf : ~2.0
    A Zoanthrope is a humanoid supernaturally connected to an animal aspect, for better or for worse. As a rare boon, they can transform between forms for ◈ once a turn. The tradeoff is an Anathema, giving them a weakness connected to their forms and folklore.   No matter the form, the Zoanthrope retains it's attribute scores, proficiencies, and features granted elsewhere unless stated otherwise. The forms it can turn into are listed below, as well as the Anathema.  

    All Forms: The creature's Strength, Dexterity, and Constitution are set to +3, or are increased by +1 if they were at that already. Their Will saves gain a permanent -2 penalty.

    Human Form: No changes. This is the creature's base form.

    Hybrid Form, Wolf: Damage Reduction and Damage Vulnernabilities from a Zoanthrope feature is doubled, and their base Movement increases by +10 ft. Additionally, they gain natural weapons, in the form of a Bite and Claw attack (these will be added to creature's actions).

    Feral Form, Wolf: Creature physically becomes a Wolf. It doesn't change otherwise, but gains the traits, features, proficiencies, and attacks of the Wolf, but retains the Werewolf's HP and other statistics. They also gain the benefits from Hybrid Form, Wolf. They cannot speak with their mouth or use their hands, hindering things that require such (such as using weapons, or using abilities with the Somatic or Verbal).

     

    Anathema: 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 4 days before and after that phase of the moon. When this time is 1 day, the Werewolf has disadvantage on the roll. On the night of the phase, the Werewolf automatically fails the save. On failure, the Werewolf is forcible transformed into their Hybrid Form.

      Lastly, The Zoanthrope has a chance to transfer the Cursed Gift to another humanoid creature (including a player) that is Bloodied with every attack of a Natural Weapon. The DC for this is a Will saving throw vs DC 14 (or 10 + Proficiency + CON). On critical failure, the humaoid creature contracts an Affliction. For rules involving the Cursed Gift, see the rule on Zoanthropy.
      Zoanthrope's Anatomy, Wolf : ~2.0
    Zoanthropes of all kinds have boons and banes granted from animal forms, which remain ever present. For Werewolves, they gain:  
    • A bonus dice (base d4) to all Perception checks that rely on Hearing and Smell.
    • Resistance to all forms of damage, except from Cold Iron and Silver
    • Damage reduction equal to the creature's TL, except from Cold Iron and Silver
    • Vulnerability to Physical damage from Cold Iron and Silver. Hybrid and Feral Forms take double damage from this (leading to 4x base damage).
      All of these will be reflected in the creature's stat block.
     

    Actions

    Attacks | ◈ per, up to 2 a turn
    The Werewolf will attack anything that threatens them, having various options depending on it's form. They will use their natural weapons in Hybrid and Feral Forms.
    Improvised Weapon | ◈ | Melee Weapon Attack | +4 to hit | Hit: 7 ( 1d4+3 ) varied damage
    Natural Weapons | ◈ | Natural Melee Weapon Attack | +4 to hit | Hit: 10 ( 2d4+3 ) varied damage, + 3 1d4 damage vs creatures with the Bloodied
      Shift Form : ~0.0 | ◈[ quote]Once a turn, a Zoanthrope may change from any their forms to another, sueprnaturally transforming from one to another. If they are forcefully transformed to another form (either through Anathema or something else), they cannot use this Action until they complete a Long Rest.[/quote]  

    -Tactics-


    While there are many kinds of Lycanthrope-like creatures (called 'Zoanthropy' in this system), the Werewolf is the most iconic. It usually straddles the line between a wild, inhuman beast or a dark curse that captures the minds of those fully in the know. Regardless, the Werewolf of CHASE is a threatening, resilent enemy with a key weakness to cold-iron and silver.   This werewolf is based off a Commoner's stats with a Werecreature template, and is the most common of the Zoanthropes written in adventures. To this end they will fight like superhuman humans and often fight to the death unless Silver is present. They will also get more vicious as an enemy loses health, and will seldom parlay.  

    What Others may know...

    DC = 15 + TL, using an appropriate skill check.

    Heard of (-5 to DC)

    WIP

    Learned of (Meets DC)

    WIP

    Fully Know of (DC + 10 and up)

    WIP

    Adventure Specific...

    [spoiler]  

    -Scaling and Alterations-

      Adjusting the creature's stats to appropriate Threat levels involves altering the TL, Proficiency Bonus, and damage numbers. This section is a work in progress.  

    Loot

    • Appraise DC: 10
    • Normal Loot
      • Success
        • None
      • Critical Success
        • None)
    • Crafting
      • Success
        • None
      • Critical Success
        • None

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