Werewolf
Level 1 Solo- 1M Size
- 7 Speed
- 200 Stamina
- 0 Stability
- 5 Free Strike
Might
3Agility
2Reason
-1Intuition
1Presence
1
Solo Monster
End Effect: At the end of each of their turns, the werewolf can take 5 damage to end one effect on them that can be ended by a saving throw. This damage can't be reduced in any way.
Solo Turns: The werewolf can take two turns each round. They can't take turns consecutively.
Shapeshifter
The werewolf enters combat in their hybrid humanoid form. Their shape can't be changed by any external effect
Accursed Rage
The werewolf's ferocity is expressed through rage, and their abilities can inflict rage points on any enemy except a stormwight fury. A creature who starts their turn with 10 or more rage expends their rage. Then before taking their turn, they must shift up to their speed toward the nearest creature and make a melee free strike against them. A creature who takes damage from this free strike gains 1 rage. Accumulated rage disappears after a character finishes a respite
Accursed Bite 2d10 + 3 Signature Ability
Charge, Melee, Strike, Weapon Main Actiono Melee 1 x One creature or object! 9 damage; the target gains 2 rage @ 13 damage; the target gains 4 rage # 16 damage; the target gains 5 rage2 Malice:If the target has P < 0, they are afflicted with lycanthropy. Each time the target is unaffected by the potency effect, the potency increases by 1 the next time the werewolf uses the ability against the same target. A creature afflicted with lycanthropy gains 2 rage at the end of each of their turns whenever they're in combat. Their rage doesn't disappear after finishing a respite and they must complete the Find a Cure downtime project in "Draw Steel: Heroes" to end this effect
Ripping Claws 2d10 + 3
Melee, Strike, Weapon Main Actiono Melee 1 x Two creatures or objects! 8 damage; M < 1 bleeding (save ends) @ 11 damage; the target gains 1 rage; M < 2 bleeding (save ends) # 14 damage; the target gains 3 rage; M < 3 bleeding (save ends)Berserker Slash 2d10 + 3 3 Malice
Area, Weapon Main Actiono 1 burst x Each enemy and object in the area! 4 damage; push 2 @ 6 damage; push 3; the target gains 1 rage # 7 damage; slide 3; the target gains 3 rageEffect:The werewolf shifts up to their speed before using this ability
Wall Leap
— Maneuvero Self x SelfEffect:The werewolf jumps up to 4 squares. If they end this jump at a wall, the werewolf jumps off the wall up to 4 squares and can make a melee free strike. If the target of the free strike has M < 2, they are knocked prone.
Facepalm and Head Slam 2 Malice
Melee Triggered Actiono Melee 1 x The triggering creatureA creature within distance targets the werewolf with a melee ability after charging or moving 2 or more squares in a straight line toward them.Effect:The target is knocked prone and takes 5 damage before the triggering ability is resolved.
Vukenstep
The werewolf ignores difficult terrain
Howl
Area Villain Action 1o 5 burst x Each enemy in the areaEffect:Each target makes an Intuition test
! The target must move their speed in a straight line away from the werewolf; frightened (save ends) @ Frightened (EoT) # No effectEffect:Any enemy in the encounter who has 1 or more rage gains 4 rage and howls along with the werewolf.
Full Wolf
— Villain Action 2o Self x SelfEffect:The werewolf transforms into a massive wolf of size 3 until they die or until the end of the encounter. They move to a space that can accommodate their new size and push adjacent creatures out of their way. While in wolf form, they have speed 10 and stability 2, their strikes gain a +2 damage bonus and bestow an additional 1 rage, and the potency of Accursed Bite increases by 1.
Rampage 2d10 + 3
Area, Weapon Villain Action 3o 2 burst x Each creature in the area! 5 damage; the target gains 2 rage; M < 1 bleeding (save ends) @ 8 damage; the target gains 4 rage; M < 2 bleeding (save ends) # 11 damage; the target gains 8 rage; M < 3 bleeding (save ends)Effect:The werewolf shifts up to their speed before and after using this ability.