Werewolf

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Werewolf token by [Max Hamm](https://www.patreon.com/cw/MaxHamm)

Werewolf

Level 1 Solo
Accursed, Humanoid, Werebeast EV 36
  1. 1M Size
  2. 7 Speed
  3. 200 Stamina
  4. 0 Stability
  5. 5 Free Strike
Immunity Weakness
Movement
  1. Might

    3
  2. Agility

    2
  3. Reason

    -1
  4. Intuition

    1
  5. Presence

    1
  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.

  2. Shapeshifter

    The werewolf enters combat in their hybrid humanoid form. Their shape can't be changed by any external effect

  3. 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

  4. Accursed Bite 2d10 + 3 Signature Ability

    Charge, Melee, Strike, Weapon Main Action
    o 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 rage
    2 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

  5. Ripping Claws 2d10 + 3

    Melee, Strike, Weapon Main Action
    o 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)
  6. Berserker Slash 2d10 + 3 3 Malice

    Area, Weapon Main Action
    o 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 rage
    Effect:

    The werewolf shifts up to their speed before using this ability

  7. Wall Leap

    Maneuver
    o Self x Self
    Effect:

    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.

  8. Facepalm and Head Slam 2 Malice

    Melee Triggered Action
    o Melee 1 x The triggering creature
    A 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.

  9. Vukenstep

    The werewolf ignores difficult terrain

  10. Howl

    Area Villain Action 1
    o 5 burst x Each enemy in the area
    Effect:

    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 effect
    Effect:

    Any enemy in the encounter who has 1 or more rage gains 4 rage and howls along with the werewolf.

  11. Full Wolf

    Villain Action 2
    o Self x Self
    Effect:

    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.

  12. Rampage 2d10 + 3

    Area, Weapon Villain Action 3
    o 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.

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Werewolf Malice


  1. Blood In Their Eyes 3 Malice

    1. The werewolf gains 10 temporary Stamina and a +3 bonus to speed until the end of their turn. The werewolf can't use this feature if they took any holy damage since ending their last turn.

  2. Solo Action 5 Malice

    1. The werewolf takes an additional main action on their turn. They can use this feature even if they are dazed.

  3. Moonfall 10 Malice

    1. Until the end of the encounter, the encounter map turns to night and the moon appears impossibly huge in the sky. The werewolf can take an additional move action or maneuver on each of their turns while they have line of effect to the moon. Any creature who ends their turn with line of effect to the moon with 1 or more rage gains 2 rage.

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