Alerad
2016-04-30, 05:37 AM
http://www.naturalcrit.com/homebrew/share/BySdSZzb
I'm thinking of adding a wolf-based enemy for my group's next adventure, and I wanted a werewolf, but found the original variant a little lackluster for my taste.
Rather than creating a hybrid form, I wanted a werewolf which plays more like a Dire wolf. I changed the Pack Tactics with another custom feat (not sure if there isn't already something similar though).
Do you think the CR is appropriate? Any other thoughts?
The Pack tactics is listed as "Treat as +1 to effective attack bonus", I'm not sure if my variant isn't stronger though (Lone Hunter).
The Cursed Werewolf
Large monstrosity (shapechanger), chaotic evil
Armor Class 14 (natural armor)
Hit Points 75 (10d10+20)
Speed 50ft.
STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 14 (+2) 8 (-1) 12 (+1) 8 (-1)
Skills Stealth +5, Perception +4
Damage Immunities bludgeoning, piercing, and slashing damage from nonmagical weapons that aren’t silvered
Senses darkvision 120 feet, pasive Perception 14
Languages Common + one other (can't speak in wolf form)
Challenge 5 (1800 XP)
Sunlight Sensitivity. While in sunlight, the werewolf has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Cursed Shapechanger. Although the werewolf is a shapechanger, it is cursed and cannot revert to its humanoid form. A Remove Curse spell cast on it while in humanoid shape can lift the curse. It reverts to its true form if it dies.
Keen Hearing and Smell. The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Lone Hunter. The werewolf has advantage on attacks against creatures who have none of their allies within 5 feet that aren't incapacitated.
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (2d10 + 3) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Lycanthropy Curse
If the werewolf deals damage to a humanoid, note that down. During the next full moon the humanoid must succeed on a DC 12 Constitution saving throw or be cursed with the werewolf lycanthropy. While cursed, the humanoid can't revert to its true form.
I'm thinking of adding a wolf-based enemy for my group's next adventure, and I wanted a werewolf, but found the original variant a little lackluster for my taste.
Rather than creating a hybrid form, I wanted a werewolf which plays more like a Dire wolf. I changed the Pack Tactics with another custom feat (not sure if there isn't already something similar though).
Do you think the CR is appropriate? Any other thoughts?
The Pack tactics is listed as "Treat as +1 to effective attack bonus", I'm not sure if my variant isn't stronger though (Lone Hunter).
The Cursed Werewolf
Large monstrosity (shapechanger), chaotic evil
Armor Class 14 (natural armor)
Hit Points 75 (10d10+20)
Speed 50ft.
STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 14 (+2) 8 (-1) 12 (+1) 8 (-1)
Skills Stealth +5, Perception +4
Damage Immunities bludgeoning, piercing, and slashing damage from nonmagical weapons that aren’t silvered
Senses darkvision 120 feet, pasive Perception 14
Languages Common + one other (can't speak in wolf form)
Challenge 5 (1800 XP)
Sunlight Sensitivity. While in sunlight, the werewolf has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Cursed Shapechanger. Although the werewolf is a shapechanger, it is cursed and cannot revert to its humanoid form. A Remove Curse spell cast on it while in humanoid shape can lift the curse. It reverts to its true form if it dies.
Keen Hearing and Smell. The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Lone Hunter. The werewolf has advantage on attacks against creatures who have none of their allies within 5 feet that aren't incapacitated.
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (2d10 + 3) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Lycanthropy Curse
If the werewolf deals damage to a humanoid, note that down. During the next full moon the humanoid must succeed on a DC 12 Constitution saving throw or be cursed with the werewolf lycanthropy. While cursed, the humanoid can't revert to its true form.