Werewolf

Level 1 Solo
Accursed, Humanoid, Werebeast EV 30
Stamina 200
Speed 8 Size 1M / Stability 0
Free Strike 5

Might

3

Agility

2

Reason

-1

Intuition

1

Presence

1

Solo Monster

Solo Turns The werewolf takes up to two turns each round. They can’t take turns consecutively. They can use two actions on each of their turns. While dazed, the werewolf can take one action and one maneuver per turn.

End Effect At the end of their turn, the werewolf can take 5 damage to end one save ends effect affecting them. This damage can’t be reduced in any way.

Shapeshifter

The werewolf enters combat in their hybrid humanoid form. Their shape can’t change via any effects beyond their own ability.

Ferocity

The werewolf’s abilities are capable of inflicting ferocity points on non-stormwight enemies. If a creature has 10 or more ferocity at the start of their turn, they spend all their ferocity and either make a free strike at the nearest creature or shift up to their speed towards the nearest creature and take a free strike. Non-stormwight creatures that take damage in this way gain 1 ferocity. All accumulated ferocity disappears after completing a respite.

Accursed Bite 2d10 + 3

Charge, Melee, Strike, Weapon Signature Action
Melee 1 1 creature or object
≤11: 9 damage;
2 ferocity
12—16: 13 damage;
4 ferocity
17+: 16 damage;
5 ferocity
2 Malice:

The target has P<0 lycanthropy. The potency of this attack increases by 1 each time the werewolf forces the same target to resist it.

Effect:

A creature afflicted with lycanthropy accumulates 2 ferocity at the end of each of their turns whenever they’re in combat. Their ferocity does not disappear after completing a respite; they must complete the Find a Cure project to end this condition.

Claws 2d10 + 3

Melee, Strike, Weapon Action
Melee 1 Two creatures or objects
≤11: 8 damage 12—16: 11 damage;
1 ferocity;
M<2 push 3
17+: 14 damage;
3 ferocity;
M<3 vertical slide 3

Berserker Slash (5 Malice)

Action
Self Self
Effect:

The werewolf shifts up to their speed and uses Claws against each creature who comes within 1 of the werewolf during the move. The werewolf makes one power roll against all targets.

Wall Leap

Maneuver
Self Self
Effect:

The werewolf jumps 4 squares. If they end this movement at a wall, the werewolf jumps off the wall 4 squares and makes a melee free strike.

Facepalm and Head Slam (2 Malice)

Triggered Action
Melee 1 1 creature
The target targets the werewolf with a melee ability after charging or moving 3 or more squares in a straight line towards them.
Effect:

The target is knocked prone and takes 5 damage before executing the ability.

Vukenstep

The werewolf ignores difficult terrain.

Howl

Area Villain Action 1
5 burst All enemies in the burst
Effect:

Each target makes an Intuition test.

≤11: Target moves up to their speed away from the werewolf;
frightened (save ends)
12—16: Frightened (EoT) 17+: no effect
Effect:

Enemies that have 1 or more ferocity gain 4 ferocity and howl along with the werewolf.

Full Wolf

Villain Action 2
Self Self
Effect:

The werewolf changes into a massive wolf, pushing adjacent creatures out of their way and moving into a square that can accommodate their new size. Until they die or the end of the encounter, their Speed is 10, their Size is 3, and their Stability is 2. Each of the werewolf’s strikes deal an additional 3 damage and inflict an additional 1 ferocity. The potency of the werewolf’s Accursed Bite increases by 1.

Rampage 2d10 + 3

Area, Melee, Weapon Villain Action 3
2 burst All creatures in the burst
≤11: 8 damage;
2 ferocity
12—16: 11 damage;
4 ferocity
17+: 14 damage;
8 ferocity;
prone
Effect:

The werewolf shifts up to twice their speed either before or after using this ability.

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  1. Werewolf Malice


    1. Blood In Their Eyes

      3 Malice
      1. The werewolf gains 10 temporary Stamina and their speed increases by 3 until the end of their turn. The werewolf can’t activate this power if they took any holy damage since the end of their previous turn.

    2. Accursed Mist

      5 Malice
      1. The encounter map becomes hazy until the end of the round. The werewolf has damage immunity 2 and is concealed while in the mist. Any Creatures that have 1 or more ferocity at the end of their turn while in the mist gains 2 ferocity.

    3. Moonfall

      10 Malice
      1. The encounter map turns to night and the moon appears impossibly big in the sky until the end of the encounter. The werewolf can take an additional maneuver on each of their turns while they have line of effect to the moon.

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