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

Accursed Bite (Action) ♦ 2d10 + 3 ♦ Signature

Keywords Charge, Melee, Strike, Weapon
Distance Melee 1 Target 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 (Action) ♦ 2d10 + 3 ♦ Signature

Keywords Melee, Strike, Weapon
Distance Melee 1 Target 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 (Action) ♦ 5 VP

Keywords
Distance Self Target 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)

Keywords
Distance Self Target 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 (Triggered Action) ♦ 2 VP

Keywords
Trigger: 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.

Howl (Villain Action 1)

Keywords Area
Distance 5 burst Target 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)

Keywords
Distance Self Target 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 (Villain Action 3) ♦ 2d10 + 3

Keywords Area, Melee, Weapon
Distance 2 burst Target 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.

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.

Vukenstep

The werewolf ignores difficult terrain.

Report Issue

You must be logged in to report an issue.

Log in