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Werewolf

Adversary overview

A hulking hybrid between wolf and man that can transform between humanoid, large wolf, or its biped hybrid form.

Terror gripped me as I looked over my shoulder.
In the moonlight stood a silhouette — evil incarnate.
Bile dripped from sharpened fangs as the beast loomed, eight feet tall and hunched, yet still towering over me.

Stat block

Tier
2
Type
Bruiser
Difficulty
15
HP
6
Stress
4
Attack mod
+3
Damage thresholds
Minor Damage — Mark 1 HP Minor
Mark 1 HP
12
Major Damage — Mark 2 HP Major
Mark 2 HP
24
Severe Damage — Mark 3 HP Severe
Mark 3 HP

Standard attack

Claws
Range: Melee
Damage: 2d10+2
Attack Mod: +3
Damage Type: Physical

Features

Passives

  • Pack Mentality

    The Werewolf has Advantage on attack rolls against a creature if another ally is within Melee range of the target.

  • Terrifying

    When the Werewolf makes a successful attack, all PCs within Far range lose a Hope and you gain a Fear.

Actions

  • Lycanthropic Bite
    stress 1

    The Werewolf can mark a Stress to deliver a cursed bite against a target in Melee range. On a success, the target takes 2d6+6 magic damage and must make a Strength reaction roll. On a failure, the target is Cursed. A Cursed target must mark a Stress to make any action rolls. When the target marks its last HP, they have a one-time additional death move they may use to take the Werewolf Transformation. This will additionally clear 1d4 HP.

Reactions

Motives & tactics

Satisify the Hunger Heed the Call of the Wild

Experiences

  • Rip and Tear +2

Werewolf

Tier 2 bruiser

A hulking hybrid between wolf and man that can transform between humanoid, large wolf, or its biped hybrid form.

Motives & Tactics: Satisify the Hunger, Heed the Call of the Wild

Difficulty: 15 | Thresholds: 12/24 | HP: 6 | Stress: 4

ATK: +3 | Claws: Melee | 2d10+2 Physical

Experience: Rip and Tear +2

HP:

STRESS:

Features

Pack Mentality - Passive: The Werewolf has Advantage on attack rolls against a creature if another ally is within Melee range of the target.
Terrifying - Passive: When the Werewolf makes a successful attack, all PCs within Far range lose a Hope and you gain a Fear.
Lycanthropic Bite - Action: The Werewolf can mark a Stress to deliver a cursed bite against a target in Melee range. On a success, the target takes 2d6+6 magic damage and must make a Strength reaction roll. On a failure, the target is Cursed. A Cursed target must mark a Stress to make any action rolls. When the target marks its last HP, they have a one-time additional death move they may use to take the Werewolf Transformation. This will additionally clear 1d4 HP.

Discussion

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