Character Behavior Notes

  • Relatively quiet and prefers not to speak.
  • Shy around people (esp. strangers and crowds), but is actually quite stoic and adventurous on his own.
  • Will defend his friends and family with his life.

Armor Class 16 (13 AC Humanoid form) Hit Points 81 Speed 30 ft. (40 ft. in wolf form)

Proficiency Bonus +2

STRDEXCONINTWISCHA
18 (+4)16 (+3)16 (+3)10 (+0)13 (+1)11 (+0)

Skills Perception +5, Stealth +4
Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
Senses darkvision 60 ft., passive Perception 15

Shapechanger. The werewolf can use its action to polymorph into a tiger-humanoid hybrid or into a tiger, or back into its true form, which is humanoid. Its statistics, other than its size, 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.

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

Pounce (Wolf or Hybrid Form Only). If the werewolf moves at least 15 feet 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, the werewolf can make one bite attack against it as a bonus action.

Hyper Critical
  • Critical hits on 19 and 20.
  • Critical hits on 20 deal triple damage dice. (1 full amount, two extra rolls).

ACTIONS

  • Multiattack (Humanoid or Hybrid Form Only). In humanoid form, the werewolf makes two pistol attacks. In hybrid form, it can attack like a humanoid or make two claw attacks and one bite attack, or three claw attacks.

  • Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d10 + 4) piercing damage. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with werewolf lycanthropy.

  • Claw (Wolf or Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d8 + 4) slashing damage.

  • Pistol (Humanoid or Hybrid Form Only)_. Ranged Weapon Attack: +5 to hit, range 80 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Barbarian Levels

Rage: 4x

  • You have advantage on Strength checks and Strength saving throws.
  • When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
  • You have resistance to bludgeoning, piercing, and slashing damage.

Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.

Totem Spirit: Wolf

  • While you’re raging, your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. The spirit of the wolf makes you a leader of hunters.
  • You gain the hunting sensibilities of a wolf. You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace.
  • Cast Commune with Nature as a ritual

Reckless Attack  Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

Piercer You have achieved a penetrating precision in combat, granting you the following benefits:

  • Once per turn, when you hit a creature with an attack that deals piercing damage, you can re-roll one of the attack’s damage dice, and you must use the new roll.
  • When you score a critical hit that deals piercing damage to a creature, you can roll one additional damage die when determining the extra piercing damage the target takes.

GM navigation: 00 - Cytgard GM Home · 00 - Beings Index