Werekin
Geists
are the most aggressive and animalistic strain of the werewolf curse, in that it while being weaker than other known strains, the curse propagates much faster and isn’t tied to the full moon, but rather the host itself, and their emotional state and the deep and unnatural hunger that comes to posses them. With most hosts completely loosing themselves to Geist curse. The Geist strain is by all accounts the most hideous of the werebeast, those afflicted by it becoming gangly and gaunt things, their limbs stretching far and wickedly appearing as half dead parodies of man and beast. Incredibly fast and amongst the few strains that are so lost to the curse that they will even cannibalize others of their kind. Geist are perhaps the most dangerous of their kind, not only for their raw physical strength, but also the chaos they bring with them, as the rabid affliction of the curse takes root in a matter of hours, rather than weeks or the onset of the moon.To hunt A Geist is a dangerous prospect as they are pack beasts, and are best dismantled piecemeal, draw apart the pack while they hunt, lure away the hunters from the young, do whatever you must to ensure you do not face the entirety of the pack.With that being said hunters may wish to forget that what they fight were once human, but it is a fact we must hold close to heart, that we are putting them out of their misery, let your blade and bolt be guided by mercy.
Varkyr
Large and lumbering brutes, more humanoid than the other strains, the Varkyr are the least animalistic of the werebeast strains, drawing an uncomfortable line in just how much the most are in control of their actions. The Varkyr are not the fastest nor strongest of their ilk, but they posses an unnatural affinity with wolfs & beasts of the woods, whom are drawn to their call and obey their vim, even when not in their bestial shape. Varkyr also posses the strange ability to seemingly ignore magic directed at them, no clear idea as of why this is the case can be drawn, with most scholars believing it is a clear sign that they are the spawn of the old Wrath Monger herself, while fringe cults might suggest that they are the chosen of the accursed.To hunt the Varkyr is to face the forest, there will be no easy way, other than to use great numbers and to finish it quickly before it brings down upon you every beast in it's woods. Hunters should take care to remember that the beast they fight is intelligent and will not be as easily fooled as many of it's kin.
Geist Strain
STR
16 +3
DEX
19 +4
CON
15 +2
INT
8 -1
WIS
11 +0
CHA
8 -1
Keen hearing and smell: the werewolf(geist) has advantage on Wisdom (Perception) checks that rely on hearing or smell. Pack Tactics: The werewolf(geist) has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 ft. of the creature and the ally isn't Incapaciated. Pounce: If the werewolf(geist) moves at least 20 ft. straight toward a creature and then hits it with a claw Attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, then any hit roll of 19 or 20 will be treated as crit.
Actions
Multi attack: The werewolf(geist) makes three attacks, one with it’s bite and two with it’s claws. Claw: Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: (2d6 + 4) slashing damage. Bite: Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: (2d8 + 4) piercing damage or (3d8+4) piercing damage on a target that is prone or incapcitated. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with the Geist Strain
Grimclaw Geist Strain
STR
17 +3
DEX
20 +5
CON
16 +3
INT
9 -1
WIS
14 +2
CHA
8 -1
Keen hearing and smell: the werewolf(geist) has advantage on Wisdom (Perception) checks that rely on hearing or smell. Pack Tactics: The werewolf(geist) has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 ft. of the creature and the ally isn't Incapaciated. Pounce: If the werewolf(geist) moves at least 20 ft. straight toward a creature and then hits it with a claw Attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, then any hit roll of 19 or 20 will be treated as crit. Mark of The Savage Hate: After the Grimclaw strikes a target the next attack made against that creature from any other creature afflicted by the Geist Strain will deal an additional 2d6 damage
Actions
Multi attack: The werewolf(geist) makes three attacks, one with it’s bite and two with it’s claws. Grimclaw: Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: (2d6 + 4) slashing damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with the Geist Strain. if they succeed they wont have to make saving throw for the next 24 hours. In addition the creature must roll a wisdom saving throw of 14 or become paralyzed, if they succeed they become immune to this effect until the start of the Grimclaws turn. Bite: Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: (2d8 + 4) piercing damage or (3d8+4) piercing damage on a target that is prone or incapcitated. If the target is a humanoid, it must succeed on a DC 15 Constitution saving throw or be cursed with the Geist Strain. if they succeed they wont have to make saving throw for the next 24 hours.
Varkyr
STR
21 +5
DEX
16 +3
CON
19 +4
INT
13 +1
WIS
14 +2
CHA
11 +0
Keen hearing and smell: the werewolf(Varkyr) has advantage on Wisdom (Perception) checks that rely on hearing or smell. Beast lord: As a reaction when hit, the werewolf(Varkyr) can compel any beast within 5 feet of it to become the target of the attack. Moon Touched Pelt: When affected by a spell roll a 1d20 on a roll of 11 or above the spell has no effect on the werewolf(varkyr) Howl of the Chosen(recharge 5-6): at the start of the round the werewolf(Varkyr) can command all beasts within 60 feet of it to make an attack or move towards a taget, if no beasts are present it can instead summon 1d6 dire wolfs(or other beats of similiar CR)
Actions
Multi attack: The werewolf(Varkyr) makes three attacks, one with it’s bite and two with it’s claws. It can replace 1 attack a Howl. Claw: Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: (3d8 + 5) slashing damage. Bite: Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: (2d10 + 5) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with the Varkyr Strain Howl of the Dread moon(recharge 4-6): all enemy creatures within 120 feet must make a wisdom saving throw 17 or become frightened and take 5d8 psycic damage. Howl of the Red moon(recharge 5-6): all friendly creatures within 120 feet may immediatly move and make one attack. Howl of the Cursed moon(recharge 6): all enemy creatures within 120 feet must make a wisdom saving throw 17 or loose control a terrible bloodlust, a creature that fails the saving throw must spend their turn by moving to closest creature and make an attack what ever weapon they hold.
Legendary Actions
The Werewolf(Varkyr) can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The unicorn regains spent legendary actions at the start of its turn. Clawes. The Werewolf(Varkyr)makes one attack with its Claws. Move. The Werewolf(Varkyr) may move 30 feet Summon the Pack (Costs 2 Actions). The Werewolf(Varkyr) summons 1d6 dire wolfs(or other beats of similiar CR)
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