Werewolves

by CanceRevolution

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Werewolves

Werewolves are creatures born of moonlight and madness, cursed to roam the world in search of prey. They are beings of both man and beast, with fur as black as midnight and eyes that glow with a fierce, otherworldly light. When the full moon rises, they transform into their lupine form, driven by an insatiable hunger that can never be satisfied.

Legend has it that werewolves were once men who angered the gods, cursed to live as beasts for their transgressions. Others say that they were the result of dark magic, born of spells and sacrifices. Whatever their origin, one thing is certain - werewolves are creatures of the night, feared and reviled by all who know of their existence.

Tier 1


Lesser Werewolf

Medium, Beast/ Monstrosity

Tier 1, Challenge Point 4, XP: 4

Attributes

AC 12 AP 2
HP 36 Posture 20
  • Passive Insight/ Perception 14
  • Senses Darkvision
  • Language None

Movement

Base/ Climb 30 Swim 15 Dash 30

Stats + Skills

STR +4 DEX +4 INT -3 WIS +4 CHA -3
  • LU -1: Luck Points: 0; Critical Fail: 1

Abilities

  • Monstrosity Regeneration You regain 1d4 HP at the start of your turn while alive. If you are damaged by a silver weapon, you lose this ability for 1 turn.
  • Pack Hunter You gain advantage on Attacks if there's an ally within 5 feet of the target you're attacking.
  • Tracker You gain advantage on Nature Checks to track creatures.

Actions (1)

  • Bite Hit +4, Dmg 1d8 thrust
  • Armor Piercer: You ignore 2 AP
  • Claw Hit +4, Dmg 1d8 slash
  • Bloody Hit: If you deal damage to the HP of a creature, it starts Bleeding (1d4).

Tier 2


Werewolf

Large, Beast/ Monstrosity

Tier 2, Challenge Point 8, XP: 16

Attributes

AC 15 AP 2
HP 71 Posture 39
  • Passive Insight/ Perception 17
  • Senses Darkvision
  • Language None

Movement

Base/ Climb 35 Swim 20 Dash 40

Stats + Skills

STR +7 DEX +7 INT -3 WIS +7 CHA -3
  • LU -1: Luck Points: 0; Critical Fail: 1

Abilities

  • Blood Frenzy Once per round, you can Bite 1 target that is Bleeding as a Free Action.
  • Monstrosity Regeneration You regain 1d4 HP at the start of your turn while alive. If you are damaged by a silver weapon, you lose this ability for 1 turn.
  • Pack Hunter You gain advantage on Attacks if there's an ally within 5 feet of the target you're attacking.
  • Tracker You gain advantage on Nature Checks to track creatures.

Actions (2)

  • Bite Hit +7, Dmg 1d12 thrust
  • Armor Piercer: You ignore 2 AP
  • Claw Hit +7, Dmg 1d12 slash
  • Bloody Hit: If you deal damage to the HP of a creature, it starts Bleeding (1d4).

Tier 3



Blood Cursed Werewolf

Large, Beast/ Monstrosity

Tier 3, Challenge Point 20, XP: 60

Attributes

AC 16 AP 2
HP 168 Posture 88
  • Passive Insight/ Perception 18
  • Senses Darkvision
  • Language None

Movement

Base/ Climb 45 Swim 25 Dash 50

Stats + Skills

STR +8 DEX +8 INT -3 WIS +8 CHA -3
  • LU -1: Luck Points: 0; Critical Fail: 1

Villain Action

  • Call When you roll for Initiative, you can call 2d4 Wolfs to aid you in battle.

Abilities

  • Blood Curse You are always Bleeding (1d4), but any bleed damage you take is first reduced by 4.
  • Blood Frenzy Once per round, you can Bite 1 target that is Bleeding as a Free Action.
  • Monstrosity Regeneration You regain 2d4 HP at the start of your turn while alive. If you are damaged by a silver weapon, you lose this ability for 1 turn.
  • Pack Hunter You gain advantage on Attacks if there's an ally within 5 feet of the target you're attacking.
  • Tracker You gain advantage on Nature Checks to track creatures.

Actions (3)

  • Bite Hit +8, Dmg 1d12 thrust
  • Armor Piercer: You ignore 2 AP
  • Consume: If you hit an Attack against a creature that is Bleeding, you can deal extra 1d6 bleed damage, and regain that same amount of HP.
  • Claw Hit +8, Dmg 1d12 slash
  • Bloody Hit: If you deal damage to the HP of a creature, it starts Bleeding (1d6).

Tier 4



Moon Cursed Werewolf

Large, Aberration/ Beast/ Monstrosity

Tier 4, Challenge Point 40, XP: 160

Attributes

AC 17 AP 2
HP 328 Posture 169
  • Passive Insight/ Perception 19
  • Senses Blind Senses
  • Language None

Movement

Base/ Climb 45 Swim 25 Dash 50

Stats + Skills

STR +9 DEX +9 INT -3 WIS +9 CHA -3
  • LU -1: Luck Points: 0; Critical Fail: 1

Villain Action

  • Call When you roll for Initiative, you can call 2d4 Dire Wolfs to aid you in battle.
  • Otherworldly Howl When you roll for Initiative, you make an otherworldly howl. All creatures within 300 feet of you must make an Endurance Save (DC 17) or take 2d8 sonic damage on a fail, or half as much on a success. Any creature that takes this sonic damage must also succeed on an Insight Save (DC 17) or become Scared of you for 2 turns.

Abilities

  • Blood Curse You are always Bleeding (1d4), but any bleed damage you take is first reduced by 4.
  • Blood Frenzy Once per round, you can Bite 1 target that is Bleeding as a Free Action.
  • Maddening Aura At the start of your turn, all creatures within 30 feet of you must succeed on an Insight Save (DC 17) or take 1d8 psychic damage and become Confused.
  • Monstrosity Regeneration You regain 2d6 HP at the start of your turn while alive. If you are damaged by a silver weapon, you lose this ability for 1 turn.
  • Pack Hunter You gain advantage on Attacks if there's an ally within 5 feet of the target you're attacking.
  • Tracker You gain advantage on Nature Checks to track creatures.

Actions (3)

  • Bite Hit +9, Dmg 2d12 thrust
  • Armor Piercer: You ignore 2 AP
  • Consume: If you hit an Attack against a creature that is Bleeding, you can deal extra 1d8 bleed damage, and regain that same amount of HP.
  • Claw Hit +9, Dmg 2d12 slash
  • Bloody Hit: If you deal damage to the HP of a creature, it starts Bleeding (1d6).

Tier 5



Moonlight Werewolf

Large, Aberration/ Beast/ Monstrosity

Tier 5, Challenge Point 50, XP: 250

Attributes

AC 18 AP 2
HP 410 Posture 210
  • Passive Insight/ Perception 20
  • Senses Blind Senses
  • Language None

Movement

Base/ Climb/ Fly (Hover) 45 Swim 25 Dash 50

Stats + Skills

STR +10 DEX +10 INT -3 WIS +10 CHA -3
  • LU -1: Luck Points: 0; Critical Fail: 1

Villain Action

  • Call When you roll for Initiative, you can call 4d4 Dire Wolfs to aid you in battle.

  • Otherworldly Howl When you roll for Initiative, you make an otherworldly howl. All creatures within 300 feet of you must make an Endurance Save (DC 18) or take 4d8 sonic damage on a fail, or half as much on a success. Any creature that takes this sonic damage must also succeed on an Insight Save (DC 18) or become Scared of you for 2 turns.

  • Villain Save: If you fail a Save, you can succeed it instead. However, the curse weakens making you recover a bit of your consciousness, leaving you Confused. You cannot use this Villain Save again while Confused.

Abilities

  • Blood Curse You are always Bleeding (1d4), but any bleed damage you take is first reduced by 4.
  • Blood Frenzy Once per round, you can Bite 1 target that is Bleeding as a Free Action.
  • Maddening Aura At the start of your turn, all creatures within 30 feet of you must succeed on an Insight Save (DC 18) or take 1d8 psychic damage and become Confused.
  • Monstrosity Regeneration You regain 2d6 HP at the start of your turn while alive. If you are damaged by a silver weapon, you lose this ability for 1 turn.
  • Pack Hunter You gain advantage on Attacks if there's an ally within 5 feet of the target you're attacking.
  • Tracker You gain advantage on Nature Checks to track creatures.

Actions (3)

  • Tentacle Bite Hit +10, Dmg 2d12 thrust
  • Armor Piercer: You ignore 2 AP
  • Brain Eat: If you deal damage to HP, the target takes 1d12 brain damage and starts Bleeding (1d12)
  • Consume: If you hit an Attack against a creature that is Bleeding, you can deal extra 1d12 bleed damage, and regain that same amount of HP.
  • Tentacle Strike Hit +10, Dmg 2d12 strike
  • Grapple: On a hit, the target becomes Grappled by you. You can Grapple 1 Medium or smaller target at once.
  • Knocker: On a hit, a target smaller than you becomes Knocked Prone and you deal double Posture damage.
  • Long Reach: The reach of this Attack is 20 feet.