Киборги и Чародеи

Киборги и Чародеи

Expert Creatures - Вервольф

Автор: Антон «Palant» Палихов
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В рубрике Expert Creatures будут размещаться измененные существа, представляющие собой большую опасность и связанные с этим правила.

Ниже представлен усиленный оборотень

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Werewolf, v. 0.1

Medium Humanoid (Shapechanger), Chaotic Evil Armor Class 13 in humanoid form, 14 (natural armor) in wolf or hybrid form

Hit Points 58/29 [90/45] (9d8 + 18)

Speed 30 ft. (40 ft. in wolf form)

STR DEX CON INT WIS CHA

16 (+3) 14 (+2) 14 (+2) 10 (+0) 12 (+1) 10 (+0)

Skills Perception +7, Stealth +5

Saving Throws Constitution +5

Damage Resistances any damage from non-silvered weapons or magic effects

Senses passive Perception 14

Languages Common (can’t speak in wolf form)

Challenge 4 (1100 XP) Proficiency Bonus +3

Shapechanger. The werewolf can use its action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.

**Regeneration.**The werewolf regains 10 hit points at the start of its turn. If the werewolf takes damage from attack made with silvered weapon, this trait doesn’t function at the start of the werewolf’s next turn. The werewolf dies only if it starts its turn with 0 hit points and doesn’t regenerate. Any spell or effect that deny creature’s ability to regain hit not work on this regeneration. This ability can’t restore lost limbs.

Keen Hearing and Smell. The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

**Pack Tactics.**The werewolf has advantage on an attack roll against a creature if at least one of the werewolf ‘s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Actions

Multiattack (Humanoid or Hybrid Form Only). The werewolf makes two attacks: two with its spear (humanoid form) or one with its bite and one with its claws (hybrid form).

Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with werewolf lycanthropy.

Claws (Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) slashing damage.

Spear (Humanoid Form Only). Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack.


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