Wolf Lycanthropy
Treatment
Trial by Wolfsbane
Wolfsbane is a poisonous plant that can cure the curse of the werewolf when used in a certain Vovund ritual. If the creature survives the ritual, the creature can attempt a new saving throw against the curse of the werewolf. On a success, the creature gains control over its transformation it is no longer subject to losing control over themselves to the Were-Curse but it also no longer benefits from Moon Frenzy.Sequela
Affected Groups
Cultural Reception
Werewolves hunt in a similar manner to wolves, seeking out the weakest prey and wearing it down. Thus they prefer to target lone travellers and isolated dwellings and avoid large groups and heavily settled areas. They usually live together in extended family units known as packs. A pack will usually claim an area as its territory, and travel around within it. In humanoid form the pack might appear to be a gypsy caravan, a troupe of travelling entertainers, or even a party of adventurers. They sometimes seek to deliberately inflict lycanthropy on others and recruit them into the pack.
Occasionally several packs will inhabit the same general area. A single alpha werewolf may then rise to overall leadership of the packs, but will rule only so long as she retains the strength to enforce her will. The fall of the alpha leader generally leads to chaos and bloodshed.
Wolf Lycanthropy
Curse of the Werewolf Saving Throw Fortitude DC 19. On each Full Moon, the cursed creature must make another Fortitude SaveGreen , Ancestral Archetype, Curse, Necromancy, Primal
- Critical Success The creature resists transformation.
- Success the creature turns into a werewolf until dawn.
- Failure the creature turns into a frenzied werewolf until dawn. a frenzied werewolf takes a –1 penalty to AC. and can't use actions with the concentrate trait unless they also have the rage trait.
- Critical Failure The creature is under the GM's control and goes on a rampage for half the night before falling unconscious until dawn.
Change Shape The werewolf changes into its humanoid, hybrid, or wolf shape. Each shape has a specific, persistent appearance. A true werewolf's natural form is its hybrid shape. In humanoid shape, the werewolf uses its original humanoid size, loses its Jaws and Claw Strikes, and gains a melee Fist Strike that deals bludgeoning damage equal to the slashing damage dealt by its claw. In animal shape, its Speed and size change to that of a Wolf, and it loses its weapon Strikes.
- The afflicted creature the beast and were-creature traits, and its alignment is usually adjusted to match that of its were-creature type.
- Ancestral Archetype This character suffers from a condition that fundamentally affects both its biology and the way society interacts with it. When this character can take an Ancestral, Class or Skill feat they can select from the Beastkin heritage or Wolf Ancestral feat tables.
- Wolf Empathy A were-wolf can communicate with Wolves.
Moon Frenzy When a full moon appears in the night sky, the werewolf must enter hybrid form, can't Change Shape thereafter, becomes one size larger, increases its reach by 5 feet, and increases the damage of its jaws Strike (or a similar Strike) by 2. When the moon sets or the sun rises, the werecreature returns to humanoid form and is fatigued for 2d4 hours.
- while transformed into its Hybrid or Animal form, if the base creature is smaller than medium, increase its size by one category.
- Were Pelt- While Transformed, a Werewolf is granted 2 temporary hit points for each of their character levels and is afflicted by weakness to Silver 5
- Senses While transformed a Warewolf has Low-Light Vision, Scent (imprecise) 30 feet.
- Claws While transformed, The werewolf gains an Agile claw Strike that deals 1d6 + STR Mod slashing damage.
- Jaws While transformed, The werewolf gains a jaws Strike that deals 1d8 Piercing damage and inflicts its curse of the werewolf.
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