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*Dungeons & Dragons
The Werewolf of Legend
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<blockquote data-quote="EzekielRaiden" data-source="post: 6735366" data-attributes="member: 6790260"><p>I do think that total <em>immunity</em> to standard weapons would be good. This guy is <em>tough</em>, brimming with the dark power of the werewolf curse in its highest form, so only by really going for the throat can you hope to hurt him. Magical weapons must be at least +2 to overcome his resistance, or +1 _and_ silvered. Perhaps give him an AC bonus against weapons that aren't silvered, so you <em>really really do</em> want to have silvered weapons to fight him. In fact, I'd say it makes a little more sense to make this "ultimate" Werewolf be a tanky bruiser, as opposed to the tricky and guileful Vampire. Make his abilities overt, brutal, and simple: avoid, as much as possible, complex or intricate elements.</p><p></p><p>I like the idea of a gaze attack, as well as a chilling howl. Neither would be as strong as a monster <em>known</em> for these attacks (e.g. the gaze is clearly weaker than a beholder's, the howl weaker than a banshee's wail), but both are appropriate.</p><p></p><p>Scent to give a chance to "see" an invisible opponent is good. Not entirely sure how to do it but it would be a good way to convey things.</p><p></p><p>Personally, I don't care as much for the "werewolf leading a pack" idea. I think he should be powerful enough to stand on his own--the "lone wolf" archetype. Others, both wolf and werewolf, may be drawn to him because of his powers (so he might have an aura that helps any wolf-creature nearby), but he can easily stand alone.</p><p></p><p>As for the Legendary Action, a "pounce" attack might be interesting. Instead of tripping a foe, do a sort of combined Charge+Grapple+Shove; then, when attacking a Prone opponent, give it a truly nasty effect, like leaving the target bleeding for 2d6 damage per turn (Con save negates). Favors a mobile, vicious predator, which seems appropriate.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 6735366, member: 6790260"] I do think that total [I]immunity[/I] to standard weapons would be good. This guy is [I]tough[/I], brimming with the dark power of the werewolf curse in its highest form, so only by really going for the throat can you hope to hurt him. Magical weapons must be at least +2 to overcome his resistance, or +1 _and_ silvered. Perhaps give him an AC bonus against weapons that aren't silvered, so you [I]really really do[/I] want to have silvered weapons to fight him. In fact, I'd say it makes a little more sense to make this "ultimate" Werewolf be a tanky bruiser, as opposed to the tricky and guileful Vampire. Make his abilities overt, brutal, and simple: avoid, as much as possible, complex or intricate elements. I like the idea of a gaze attack, as well as a chilling howl. Neither would be as strong as a monster [I]known[/I] for these attacks (e.g. the gaze is clearly weaker than a beholder's, the howl weaker than a banshee's wail), but both are appropriate. Scent to give a chance to "see" an invisible opponent is good. Not entirely sure how to do it but it would be a good way to convey things. Personally, I don't care as much for the "werewolf leading a pack" idea. I think he should be powerful enough to stand on his own--the "lone wolf" archetype. Others, both wolf and werewolf, may be drawn to him because of his powers (so he might have an aura that helps any wolf-creature nearby), but he can easily stand alone. As for the Legendary Action, a "pounce" attack might be interesting. Instead of tripping a foe, do a sort of combined Charge+Grapple+Shove; then, when attacking a Prone opponent, give it a truly nasty effect, like leaving the target bleeding for 2d6 damage per turn (Con save negates). Favors a mobile, vicious predator, which seems appropriate. [/QUOTE]
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