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Lycanthropes in the MM
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<blockquote data-quote="Shadowdweller00" data-source="post: 9593759" data-attributes="member: 6778479"><p>I don't really like the 2024 implementation. It just doesn't feel...evocative to me? I'm not sad to see the immunity against non-magic / silvered weapons go as that resulted in some tedious battles; though I think SOME sort of resistance to normal damage should have been kept for thematic reasons; regeneration might have been one way to accomplish this. Though I worry about it intruding on the Troll's personal uniqueness a bit. What do you all think of something like THIS maybe?</p><p></p><p><strong>Werewolf</strong> (Shapechanger)</p><p>HP: 65 or so?</p><p>AC: 14 (natural armor)</p><p>Speed: 30 (40 in wolf or hybrid form)</p><p>St 16 Dx 14 Cn 15 In 10 Ws 14 Ch 8</p><p>Skills: Perception +4 Survival +6</p><p>Damage Resistances: Bludgeoning, Slashing, and Piercing from non-silvered weapons while blood-frenzied only</p><p>Immunities: None</p><p>Senses: Darkvision 60 feet, Keen Hearing and Smell, passive perception 14</p><p>Traits:</p><p><strong>Blood-Frenzy</strong>: Werewolves enter a euphoric state when inflicting bloody wounds upon sentient creatures. When dealing damage in combat, the werewolf gains the blood-frenzied status until the end of their next turn. This grants advantage on attack rolls, resistance to bludgeoning / piercing / slashing damage from non-silvered weapons, and increases the damage from their attacks by 2d6</p><p></p><p><strong>Rapid Healing</strong>: Werewolves heal 3 hp at the beginning of their turn in combat. If reduced to 0 hp, the werewolf dies normally. But it returns to life at the next full moon unless slain with a silvered weapon or poisoned with wolfsbane. The lupine spirit that inhabits a werewolf is even capable of creating a new body if necessary.</p><p></p><p><strong>Shapechange</strong>: (standard lycanthrope)</p><p>Keen Hearing and Smell</p><p></p><p><u>Actions</u></p><p>Multiattack: The werewolf makes two attacks with its claws or spear. One of these attacks may be replaced with a bite attack while in wolf or hybrid form</p><p></p><p>Claws (Hybrid only): +5 to hit, reach 5 ft, one target. Hit: 7 (1d8+3) or 14 (1d8+3 plus 2d6) while blood-frenzied.</p><p></p><p>Spear (Human only): +5 to hit, reach 5 ft or range 20/60, single target. Hit: 7 (1d8+3) or 14 (1d8+3 plus 2d6) while blood-frenzied.</p><p></p><p>Bite (Hybrid or Wolf only): +5 to hit, reach 5 ft, single target. Hit: 8 (2d4+3) or 15 (2d4+3 plus 2d6) while blood-frenzied plus Curse of Lycanthropy.</p><p></p><p><u>Bonus Actions</u></p><p><strong>Feral Leap</strong> (recharges 5-6): The werewolf can make a jump of up to 15 feet long and 10 feet high in distance. This movement doesn't provoke attacks of opportunity.</p><p></p><p>Tweak damage, hp, etc as needed.</p></blockquote><p></p>
[QUOTE="Shadowdweller00, post: 9593759, member: 6778479"] I don't really like the 2024 implementation. It just doesn't feel...evocative to me? I'm not sad to see the immunity against non-magic / silvered weapons go as that resulted in some tedious battles; though I think SOME sort of resistance to normal damage should have been kept for thematic reasons; regeneration might have been one way to accomplish this. Though I worry about it intruding on the Troll's personal uniqueness a bit. What do you all think of something like THIS maybe? [B]Werewolf[/B] (Shapechanger) HP: 65 or so? AC: 14 (natural armor) Speed: 30 (40 in wolf or hybrid form) St 16 Dx 14 Cn 15 In 10 Ws 14 Ch 8 Skills: Perception +4 Survival +6 Damage Resistances: Bludgeoning, Slashing, and Piercing from non-silvered weapons while blood-frenzied only Immunities: None Senses: Darkvision 60 feet, Keen Hearing and Smell, passive perception 14 Traits: [B]Blood-Frenzy[/B]: Werewolves enter a euphoric state when inflicting bloody wounds upon sentient creatures. When dealing damage in combat, the werewolf gains the blood-frenzied status until the end of their next turn. This grants advantage on attack rolls, resistance to bludgeoning / piercing / slashing damage from non-silvered weapons, and increases the damage from their attacks by 2d6 [B]Rapid Healing[/B]: Werewolves heal 3 hp at the beginning of their turn in combat. If reduced to 0 hp, the werewolf dies normally. But it returns to life at the next full moon unless slain with a silvered weapon or poisoned with wolfsbane. The lupine spirit that inhabits a werewolf is even capable of creating a new body if necessary. [B]Shapechange[/B]: (standard lycanthrope) Keen Hearing and Smell [U]Actions[/U] Multiattack: The werewolf makes two attacks with its claws or spear. One of these attacks may be replaced with a bite attack while in wolf or hybrid form Claws (Hybrid only): +5 to hit, reach 5 ft, one target. Hit: 7 (1d8+3) or 14 (1d8+3 plus 2d6) while blood-frenzied. Spear (Human only): +5 to hit, reach 5 ft or range 20/60, single target. Hit: 7 (1d8+3) or 14 (1d8+3 plus 2d6) while blood-frenzied. Bite (Hybrid or Wolf only): +5 to hit, reach 5 ft, single target. Hit: 8 (2d4+3) or 15 (2d4+3 plus 2d6) while blood-frenzied plus Curse of Lycanthropy. [U]Bonus Actions[/U] [B]Feral Leap[/B] (recharges 5-6): The werewolf can make a jump of up to 15 feet long and 10 feet high in distance. This movement doesn't provoke attacks of opportunity. Tweak damage, hp, etc as needed. [/QUOTE]
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