Winter Werewolf (hybrid)

(Generated 40 times)
Namelist None
Tags
Rank Skilled
Race Human
Cult rank None
Notes Lycanthropy, Prefers to select Grip and Choose location. Gripped victim sustains biting damage every round. Ice breath: Breath weapon (every 1d4 rounds, cone in feet not meters, 1d6 hits for 2d4 cold damage)
CreatorJInkyz
Stats
STR 20
CON 17
SIZ 26
DEX 16
INT 11
POW 14
CHA
D20Hit locationArmor
01-03 Right leg 2
04-06 Left leg 2
07-09 Abdomen 4
10-12 Chest 5
13-15 Right arm 2
16-18 Left arm 2
19-20 Head 3
Attributes
Movement 6
Natural armor Yes

Non-random features

ListFeature
Ability ***Frenzy*** When wounded or exposed to a particular substance Willpower roll or enter a frenzy. Duration = CON rounds. Combat actions only on attack or move towards combat - no spells, parries,evades. No fatigue, immune to mental control, no detrimental effects of Serious Wounds, although a Major Wound will still incapacitate.Press Advantage has no effect on it. If still alive, once the frenzy finishes the creature automatically gains a fatigue level of Exhausted.
Ability ***Immunity to non magical weapons***
Ability ***Night Sight*** Partial darkness as illuminated and darkness as partial darkness. (RQ6: pg 312-316)
Ability ***Vulnerable*** The creature’s natural and magical protection cannot mitigate damage caused by a named source.
Ability ***Leaper*** The creature uses Leaping attacks as described on page 152 of the Combat chapter, but can combine the leap with a physical attack such as a claw or bite. If the leaping creature wins the opposed leap attack roll, it automatically inflicts damage for one of its natural weapons on the target. This damage cannot be parried except by Passive Blocking.
Ability ***Regenerate*** The creature is able to regenerate Hit Points lost to damage. The speed of regeneration varies depending upon the creature. Unless specifically noted, regeneration does not replace lost limbs, and the severing of a vital location (head, chest or abdomen) will still result in death
Ability ***Perceptive (Smell) *** extremely perceptive. can roll one Difficulty Grade easier when using perception skill involving sight
Ability ***Shape-shifter*** Can shape-shift to named forms. Costs it 1 Magic Point per shift. Cannot change SIZ unless specifically mentioned. Takes 1d6 rounds to complete.
Ability ***Breathe Flame*** The flame covers a cone CON in metres. width of the cone is one quarter of the CON. Any in the flame suffers fire-based damage to all hit locations, Evade halves. Armour Points count as normal unless otherwise noted. A creature can only breathe flame once in a specified time period (usually once per hour or once per day). Further attempts to breathe flame within this time require the creature to pass Endurance rolls with each roll becoming one grade harder, or suffer a level of Fatigue.
Ability ***Dark Sight*** ' see’ normally in any level of limited light, even its complete absence.

Standard skills

Athletics STR+DEX+30 Brawn STR+SIZ+30 Endurance CON+CON+40
Evade DEX+DEX+40 Perception INT+POW+40 Stealth DEX+INT+40
Willpower POW+POW+30

Custom skills

Track INT+POW+30 passion:Evil (Bloodthirsty and Cannibalistic) POW+POW+30

Combat styles

Savage StrikesSTR+DEX+40

Weapon options

1-handed weapons

Amount: 2
Bite (1)
Claw (1)

2-handed weapons

Amount: 0
Quarterstaff (1)

Ranged weapons

Amount: 0

Shields

Amount: 0

Custom weapons

Name Type Damage Size Reach Range SpecialFX Dam.
mod.
Natural
weapon
AP HP
Bite 1h-melee 1d6+2 L S - Bleed, Grip Y Y 0 0 head
Claw 1h-melee 1d4+2 M L - Bleed, Grip, impale Y Y 0 0 arm