Things from my setting

Obly99

Hero
Question for another NPC i will post in the next days:
If you take the Divine Wizardy divine ability
DIVINE WIZARDRY (SU)
Prerequisites: Spellcraft 40 Ranks.
Benefit: You have double the number of spell slots available per day
It double even the Epic Spell Slots?
 

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The inner eye is from the template Lord (Custom divine abilities, portfolios, etc.). For the rest is a mortal. I give him the Legendary Strength Cosmic Ability because of his title "The Stongest Man in the World" and access to divine abilities by exchanging them for 6 feats because once a time he was the Amidah (and because if you have to go against gods you need to have access to the divine abilities). All the rest of his power comes purely from his build.
Nice! Ty
 

Question for another NPC i will post in the next days:
If you take the Divine Wizardy divine ability
DIVINE WIZARDRY (SU)
Prerequisites: Spellcraft 40 Ranks.
Benefit: You have double the number of spell slots available per day
It double even the Epic Spell Slots?
I would say no as Epic spells are their own thing.

Other things that affect spellcasting doesn't effect Epic magic such as metamagic feats so I don't believe it would.

Even something like caster level doesn't generally have much application with Epic magic as the whole thing is based solely on Epic spells known and skill checks.. Really it's just like a modified version of a skill check than anything like the basic spells per day tbh.
 

Obly99

Hero
Beast Of Gévaudan CR 21
Originated from this post (https://www.reddit. com/r/DnDHomebrew/comments/t4ymmr/the_beast_of_g%C3%A9vaudan_the_legendary_monster_that/)
CE Large magical beast (shapechanger)

Init +19; Senses darkvision 120 ft., low-light vision, superior scent; Perception +38

Aura frightful presence (60 ft., DC 29), unnatural aura (300 ft.)

AC 36, touch 23, flat-footed 30 (+8 deflection, +6 Dex, +13 natural, -1 size)

hp 379 hp (23d10+253) regeneration 10 (epic and silver)

Fort +24, Ref +19, Will +19

Defensive Abilities feral counter, fortification 75%, freedom of movement, impervious skin, recuperation, resilient form; DR 20/epic and silver; Immune ability damage and drain, disease, energy drain, exhaustion, fear, fatigued, nonlethal damage, polymorph, poison, sleep, and death from massive damage; Resistance all elements 20; SR 32

Speed 60 ft.

Melees bite +35 (4d6+39/17-20 plus grab and thirst for blood), 2 claws +35 (3d6+13 plus bleed)

Space 10 ft.; Reach 10 ft.

Special Attacks bestial fury, bleed (2d6), blood frenzy, curse of gévaudan, ferocity, fast swallow, hurl foe, maw and claws, pounce, rend (2 claws, 3d6+19), shake prey, swallow whole (4d8 bludgeoning plus 4d8 acid, AC 16, hp 37), thirst for blood, wild hunt

Spell-Like Abilities (CL 23th, concentration +31)

Constant—freedom of movement, jump

Str 37, Dex 22, Con 32, Int 15, Wis 18, Cha 26

Base Atk +23; CMB +37; CMD 61

Feats Combat Reflexes, Greater Vital Strike, Horrific Gorging, Improved Critical (bite), Improved Vital Strike, Intimidating Prowess, Iron Will, Muscle Reaction, Power Attack, Signature Skill (intimidate), Vital Strike

Epic Feats Good Will

Skills Acrobatics +6 (+36 to jump), Intimidate +47, Perception +38, Stealth +28, Survival +38; Racial Modifiers +8 to Perception and Survival

Languages Common (cannot speak)

SQ grant spells, lycanthropic empathy, lunar sympathy, powerful bite, wood hunter

Organization Unique (solitary) or Cult (Beast Of Gévaudan, 1 High Priest [Any humanoid natural werewolf Cleric 9/Barbarian 3], 2d4 Elite Guards [Any humanoid natural werewolf Ranger 8], 4d4 Lieutenants [Any humanoid natural werewolf fighter 4], 6d6 Low Grade [Any humanoid natural werewolf fighter 2], 1d6 Winter Wolfs [Only if in a cold world area], 3d4 Worg, 4d6 Dire Wolf, 8d6 Wolf)

Bestial Fury (Su)
As a swift action, three times per day, the Beast Of Gévaudan can enter a feral rage fuelled by its ravenous hunger. It increase its size to Huge, gains +4 size bonus to Strength and Constitution, -2 to Dexterity, +4 natural armor bonus and its bite and claws increase the damage accordingly. This effect lasts as long as the Beast is engaged in combat and ends when it believes there is nothing left for it to kill. For simplicity the changing sheet parts are written below updated with this active ability.

CE Huge magical beast (shapechanger)

Init +21;

AC 38, touch 21, flat-footed 33 (+8 deflection, +5 Dex, +17 natural, -2 size)

hp 425 hp (23d10+299)

Fort +26, Ref +18

Melees bite +36 (6d6+45/17-20 plus grab), 2 claws +36 (4d6+15 plus bleed)

Space 15 ft.

Special Attacks rend (2 claws, 4d6+22), swallow whole (6d8 bludgeoning plus 6d8 acid, AC 18, hp 42)

Str 41, Dex 20, Con 36

CMB +40; CMD 63

Skills Acrobatics +5 (+35 to jump), Intimidate +49, Stealth +23

Blood Frenzy (Ex)
The Beast Of Gévaudan gains +4 moral bonus to attack rolls against any creature that does not have all his hit points. This increase to equal its Charisma modifier against creature who are suffering any bleed damage.

Curse of Gévaudan (Su)
If the Beast Of Gévaudan dies, the Curse of Gévaudan is trasmitted to the nearest creature with the shapechanger subtype, the change shape ability, the wild shape ability or the ability to cast spell with the polymorph descriptor within 1 mile. The creature must make a Will save DC 29 or became the new Beast: all its statistics are replaced with those of the Beast Of Gévaudan and to the actual the monster is brought back to life with all its memories. The new Beast seems to avoid the sites its elder incarnation terrorized, and it usually does not seek revenge against those who slew its predecessor. Usually. If the creature succeeds on the saving throw, the curse tries to move to the next one closest to the Beast's death site that meets the prerequisites (always within 1 miles of the death site) until one fails or all pass. If everyone succeed the save, the curse goes dormant and it can be years if not decades before it manifests again, possessing a werewolf who has done acts so horrible that they are unmentionable. The GM is encouraged to not use this ability on any of the players. Only wish or miracle can remove the Curse of Gévaudan from a creature, all other effects like break enchantment or remove curse automatically fail, but this merely save that specific creature because if removed it will begin trying to pass to other creatures as if the bearer were dead. This ability is a curse, polymorph, transmutation effect. The DC is Charisma-based.

Feral Counter (Ex)
The first time each round that a creature damages the Beast Of Gévaudan, the Beast can take an attack of opportunity against the creature. The Beast must threaten the triggering creature to use this ability.

Grant Spells
Because of the thousands of people who feared, venerated and celebrated it over the centuries, the Beast Of Gévaudan has generated a small divine spark. If it is venerated it gives access to spells as if it were a divinity but interests it little: it is willing to devour one of its cultist as to devour a hunter who has come to kill him. Only if the worshipers of him bring huge and constant quantities of food (living sentient humanoid creatures are the favorites) are they tolerated but it only takes a bad moment for it to end up in his stomach. The Beast can grant up to 5th-level spells. It give access to the Animal, Destruction, Evil, and Strength Domains and Cannibalism (Evil), Catastrophe (Destruction), Ferocity (Strength), and Fur (Animal) subdomains.

Hurl Foe (Ex)
When the Beast Of Gévaudan damages a foe of its same or smaller size with one of its claws, it can try to hurl the foe as part of that attack by attempting a combat maneuver check. On a successful check, the foe is knocked back 10 feet in a direction of the Beast’s choice and falls prone. The distance the foe is hurled increases by 10 feet for every 5 points by which the Beast’s check exceeds the foe’s CMD. If an obstacle stops the hurled creature before it travels the whole distance, the hurled foe and the obstacle struck each take 1d6 points of damage per 10 feet of distance remaining and the foe is knocked prone in the space adjacent to the obstacle.

Impervious Skin (Ex)
The Beast Of Gévaudan fortification does not apply against critical hits or precision damage made with silver weapons. The Beast damage reduction cannot be overcome by weapons that are not made of silver (and they must as well count as epic for overcome the DR but it is not mandatory that they have a +6 bonus as long as they count as epic), regardless of their enhancement bonus or abilities that normally bypass damage reduction, such as a paladin’s smite evil or a mythic champion’s fleet charge.

Lycanthropic Empathy (Ex)
The Beast Of Gévaudan can communicate and empathize with wolf, dire wolf and wolf-like creatures like worg, winter wolf, wolfwere and werewolf. It can use Diplomacy to alter such a creature’s attitude, and when so doing gain a +4 racial bonus on the check.

Lunar Sympathy (Su)
The Beast Of Gévaudan is filled with enthusiastic vigor when the light of the moon is strongest. When the moon is at least half full, the Beast gains the benefit of bless whenever it is outdoors at night. On nights of the full moon (the night that precedes it, the precise night, and the night after), the Beast gains the effect of heroism rather than bless, and retains the benefit indoors.

When the moon is less than half full, the Beast becomes fatigued during the night. On nights of the new moon (the night that precedes it, the precise night, and the night after), the Beast becomes staggered and exhausted.

Maw and Claws (Ex)
As a full-round action, the Beast Of Gévaudan can make a special attack. The Beast can attempt to overrun any creature that is at least one size category Smaller than itself. This works just like the overrun combat maneuver, but the Beast does not need to make a check, it merely has to move over opponents in its path and does not provoke attack of opportunity. The Beast make the bite attack and the 2 claws attacks: it make only one attack roll for each attack; any creature in the path whose AC is equal to or lower than the result is hit by the natural attack. It cannot use the grab ability of the bite or the hurl foe special attack with maw and claws. This ability can only be used 3 times per day and the Beast must wait 1 minute between uses.

Powerful Bite (Ex)
The Beast Of Gévaudan applies triple its Strength modifier to bite damage, and its bite attack has a critical threat range of 19-20.

Recovery (Ex)
Whenever the Beast Of Gévaudan fails a saving throw against any mind-affecting, paralysis, petrification, polymorph, or immobilizing effect (including binding, flesh to stone, temporal stasis and imprisonment), it can attempt a new saving throw at the end of its turn to remove the effect. Doing so takes no action. The Beast can attempt a new save to end the effect as often as it wishes, but can attempt to remove only one such effect per round. Once per year, if the Beast takes an amount of damage that would normally kill it by reducing its hit points to a negative amount equal to its Constitution score while the regeneration its stoped, the damage instead heals the Beast of twice the amount of damage—but this healing leaves the monster disoriented and demoralized. At this point, the creature becomes nauseated and seeks only to return to its lair. Any amount of damage dealt to it by an external source before it reaches its lair, though, immediately negates the nauseated effect and allows the Beast to end its retreat and attack.

Resilient Form (Ex)
The Beast Of Gévaudan its trapped in that form by a terrible curse. The Beast has the shapechanger subtype from the fact the a long time ago it was something different but now only the monster remain. The Beast cannot take another form, no matter how much stronger the effect it’s, even wish and miracle fail.

Shake Prey (Ex)
If the Beast Of Gévaudan successfully grapples an opponent with its bite, it shakes the foe, dealing additional blugeoning, piercing and slashing damage equal to its Strenght modifier (it means that it inflicts it only once and is of all three types for effects). It may forgo this additional damage to bull rush, drag, reposition, or trip the target as a free action, using the same combat maneuver bonus it used to grapple the target.

Superior Scent (Ex)
The Beast Of Gévaudan has the scent ability but at quadruple the normal range. It can detect opponents within 120 feet by sense of smell. If the opponent is upwind, the range increases to 240 feet; if downwind, it drops to 60 feet. Strong scents, such as rotting garbage, can be detected at twice the ranges. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range; when the Beast detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The Beast can take a move action to note the direction of the scent. When the Beast is within 10 feet of the source, it pinpoints the source’s location. It can follow track with scent using the usual rules.

Thirst for Blood (Ex)
Upon a roll of natural 20 (followed by a successful roll to confirm the critical hit) with its bite attack, the Beast Of Gévaudan jaws rip off a limb of the target. A Fortitude save DC 34 negate the effect. Roll 1d12 for the following table:

1-2​
Right forearm​
3-4​
Left forearm​
5-6​
Right hand​
7-8​
Left hand​
9​
Right leg​
10​
Left leg​
11​
Gut​
12​
Head​
A creature that has its gut ripped off suffers an additional 4d10 bleed damage at the start of each of his turns, until he receives magical healing or a DC 25 Heal check. A creature that loses his head dies if it can’t live without it. The table is meant for a humanoid form, if the creature does not have it, the GM is encouraged to use one that is customized on the spot. The save DC is Strength-based.

Wild Hunt (Su)
Once per week, the Beast Of Gévaudan can grant itself and a number of wolfs or wolf-like creatures (see lycanthropic empathy) equal to its Hit Dice the ranger’s quarry class feature for 24 hours, designating a single creature as the target of the hunt. All participants in the wild hunt also get the benefits of longstrider, tireless pursuers, and air walk (caster level 23th) for the duration of the hunt.

Wood Hunter (Ex)
The Beast Of Gévaudan may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at its normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect him. The Beast Of Gévaudan leaves no trail in natural surroundings and cannot be tracked. It may choose to leave a trail if so desired.
 

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Beast Of Gévaudan CR 21
Originated from this post (https://www.reddit. com/r/DnDHomebrew/comments/t4ymmr/the_beast_of_g%C3%A9vaudan_the_legendary_monster_that/)
CE Large magical beast (shapechanger)

Init +19; Senses darkvision 120 ft., low-light vision, superior scent; Perception +38

Aura frightful presence (60 ft., DC 29), unnatural aura (300 ft.)

AC 36, touch 23, flat-footed 30 (+8 deflection, +6 Dex, +13 natural, -1 size)

hp 379 hp (23d10+253) regeneration 10 (epic and silver)

Fort +24, Ref +19, Will +19

Defensive Abilities feral counter, fortification 75%, freedom of movement, impervious skin, recuperation, resilient form; DR 20/epic and silver; Immune ability damage and drain, disease, energy drain, exhaustion, fear, fatigued, nonlethal damage, polymorph, poison, sleep, and death from massive damage; Resistance all elements 20; SR 32

Speed 60 ft.

Melees bite +35 (4d6+39/17-20 plus grab and thirst for blood), 2 claws +35 (3d6+13 plus bleed)

Space 10 ft.; Reach 10 ft.

Special Attacks bestial fury, bleed (2d6), blood frenzy, curse of gévaudan, ferocity, fast swallow, hurl foe, maw and claws, pounce, rend (2 claws, 3d6+19), shake prey, swallow whole (4d8 bludgeoning plus 4d8 acid, AC 16, hp 37), thirst for blood, wild hunt

Spell-Like Abilities (CL 23th, concentration +31)

Constant—freedom of movement, jump

Str 37, Dex 22, Con 32, Int 15, Wis 18, Cha 26

Base Atk +23; CMB +37; CMD 61

Feats Combat Reflexes, Greater Vital Strike, Horrific Gorging, Improved Critical (bite), Improved Vital Strike, Intimidating Prowess, Iron Will, Muscle Reaction, Power Attack, Signature Skill (intimidate), Vital Strike

Epic Feats Good Will

Skills Acrobatics +6 (+36 to jump), Intimidate +47, Perception +38, Stealth +28, Survival +38; Racial Modifiers +8 to Perception and Survival

Languages Common (cannot speak)

SQ grant spells, lycanthropic empathy, lunar sympathy, powerful bite, wood hunter

Organization Unique (solitary) or Cult (Beast Of Gévaudan, 1 High Priest [Any humanoid natural werewolf Cleric 9/Barbarian 3], 2d4 Elite Guards [Any humanoid natural werewolf Ranger 8], 4d4 Lieutenants [Any humanoid natural werewolf fighter 4], 6d6 Low Grade [Any humanoid natural werewolf fighter 2], 1d6 Winter Wolfs [Only if in a cold world area], 3d4 Worg, 4d6 Dire Wolf, 8d6 Wolf)

Bestial Fury (Su)
As a swift action, three times per day, the Beast Of Gévaudan can enter a feral rage fuelled by its ravenous hunger. It increase its size to Huge, gains +4 size bonus to Strength and Constitution, -2 to Dexterity, +4 natural armor bonus and its bite and claws increase the damage accordingly. This effect lasts as long as the Beast is engaged in combat and ends when it believes there is nothing left for it to kill. For simplicity the changing sheet parts are written below updated with this active ability.

CE Huge magical beast (shapechanger)

Init +21;

AC 38, touch 21, flat-footed 33 (+8 deflection, +5 Dex, +17 natural, -2 size)

hp 425 hp (23d10+299)

Fort +26, Ref +18

Melees bite +36 (6d6+45/17-20 plus grab), 2 claws +36 (4d6+15 plus bleed)

Space 15 ft.

Special Attacks rend (2 claws, 4d6+22), swallow whole (6d8 bludgeoning plus 6d8 acid, AC 18, hp 42)

Str 41, Dex 20, Con 36

CMB +40; CMD 63

Skills Acrobatics +5 (+35 to jump), Intimidate +49, Stealth +23

Blood Frenzy (Ex)
The Beast Of Gévaudan gains +4 moral bonus to attack rolls against any creature that does not have all his hit points. This increase to equal its Charisma modifier against creature who are suffering any bleed damage.

Curse of Gévaudan (Su)
If the Beast Of Gévaudan dies, the Curse of Gévaudan is trasmitted to the nearest creature with the shapechanger subtype, the change shape ability, the wild shape ability or the ability to cast spell with the polymorph descriptor within 1 mile. The creature must make a Will save DC 29 or became the new Beast: all its statistics are replaced with those of the Beast Of Gévaudan and to the actual the monster is brought back to life with all its memories. The new Beast seems to avoid the sites its elder incarnation terrorized, and it usually does not seek revenge against those who slew its predecessor. Usually. If the creature succeeds on the saving throw, the curse tries to move to the next one closest to the Beast's death site that meets the prerequisites (always within 1 miles of the death site) until one fails or all pass. If everyone succeed the save, the curse goes dormant and it can be years if not decades before it manifests again, possessing a werewolf who has done acts so horrible that they are unmentionable. The GM is encouraged to not use this ability on any of the players. Only wish or miracle can remove the Curse of Gévaudan from a creature, all other effects like break enchantment or remove curse automatically fail, but this merely save that specific creature because if removed it will begin trying to pass to other creatures as if the bearer were dead. This ability is a curse, polymorph, transmutation effect. The DC is Charisma-based.

Feral Counter (Ex)
The first time each round that a creature damages the Beast Of Gévaudan, the Beast can take an attack of opportunity against the creature. The Beast must threaten the triggering creature to use this ability.

Grant Spells
Because of the thousands of people who feared, venerated and celebrated it over the centuries, the Beast Of Gévaudan has generated a small divine spark. If it is venerated it gives access to spells as if it were a divinity but interests it little: it is willing to devour one of its cultist as to devour a hunter who has come to kill him. Only if the worshipers of him bring huge and constant quantities of food (living sentient humanoid creatures are the favorites) are they tolerated but it only takes a bad moment for it to end up in his stomach. The Beast can grant up to 5th-level spells. It give access to the Animal, Destruction, Evil, and Strength Domains and Cannibalism (Evil), Catastrophe (Destruction), Ferocity (Strength), and Fur (Animal) subdomains.

Hurl Foe (Ex)
When the Beast Of Gévaudan damages a foe of its same or smaller size with one of its claws, it can try to hurl the foe as part of that attack by attempting a combat maneuver check. On a successful check, the foe is knocked back 10 feet in a direction of the Beast’s choice and falls prone. The distance the foe is hurled increases by 10 feet for every 5 points by which the Beast’s check exceeds the foe’s CMD. If an obstacle stops the hurled creature before it travels the whole distance, the hurled foe and the obstacle struck each take 1d6 points of damage per 10 feet of distance remaining and the foe is knocked prone in the space adjacent to the obstacle.

Impervious Skin (Ex)
The Beast Of Gévaudan fortification does not apply against critical hits or precision damage made with silver weapons. The Beast damage reduction cannot be overcome by weapons that are not made of silver (and they must as well count as epic for overcome the DR but it is not mandatory that they have a +6 bonus as long as they count as epic), regardless of their enhancement bonus or abilities that normally bypass damage reduction, such as a paladin’s smite evil or a mythic champion’s fleet charge.

Lycanthropic Empathy (Ex)
The Beast Of Gévaudan can communicate and empathize with wolf, dire wolf and wolf-like creatures like worg, winter wolf, wolfwere and werewolf. It can use Diplomacy to alter such a creature’s attitude, and when so doing gain a +4 racial bonus on the check.

Lunar Sympathy (Su)
The Beast Of Gévaudan is filled with enthusiastic vigor when the light of the moon is strongest. When the moon is at least half full, the Beast gains the benefit of bless whenever it is outdoors at night. On nights of the full moon (the night that precedes it, the precise night, and the night after), the Beast gains the effect of heroism rather than bless, and retains the benefit indoors.

When the moon is less than half full, the Beast becomes fatigued during the night. On nights of the new moon (the night that precedes it, the precise night, and the night after), the Beast becomes staggered and exhausted.

Maw and Claws (Ex)
As a full-round action, the Beast Of Gévaudan can make a special attack. The Beast can attempt to overrun any creature that is at least one size category Smaller than itself. This works just like the overrun combat maneuver, but the Beast does not need to make a check, it merely has to move over opponents in its path and does not provoke attack of opportunity. The Beast make the bite attack and the 2 claws attacks: it make only one attack roll for each attack; any creature in the path whose AC is equal to or lower than the result is hit by the natural attack. It cannot use the grab ability of the bite or the hurl foe special attack with maw and claws. This ability can only be used 3 times per day and the Beast must wait 1 minute between uses.

Powerful Bite (Ex)
The Beast Of Gévaudan applies triple its Strength modifier to bite damage, and its bite attack has a critical threat range of 19-20.

Recovery (Ex)
Whenever the Beast Of Gévaudan fails a saving throw against any mind-affecting, paralysis, petrification, polymorph, or immobilizing effect (including binding, flesh to stone, temporal stasis and imprisonment), it can attempt a new saving throw at the end of its turn to remove the effect. Doing so takes no action. The Beast can attempt a new save to end the effect as often as it wishes, but can attempt to remove only one such effect per round. Once per year, if the Beast takes an amount of damage that would normally kill it by reducing its hit points to a negative amount equal to its Constitution score while the regeneration its stoped, the damage instead heals the Beast of twice the amount of damage—but this healing leaves the monster disoriented and demoralized. At this point, the creature becomes nauseated and seeks only to return to its lair. Any amount of damage dealt to it by an external source before it reaches its lair, though, immediately negates the nauseated effect and allows the Beast to end its retreat and attack.

Resilient Form (Ex)
The Beast Of Gévaudan its trapped in that form by a terrible curse. The Beast has the shapechanger subtype from the fact the a long time ago it was something different but now only the monster remain. The Beast cannot take another form, no matter how much stronger the effect it’s, even wish and miracle fail.

Shake Prey (Ex)
If the Beast Of Gévaudan successfully grapples an opponent with its bite, it shakes the foe, dealing additional blugeoning, piercing and slashing damage equal to its Strenght modifier (it means that it inflicts it only once and is of all three types for effects). It may forgo this additional damage to bull rush, drag, reposition, or trip the target as a free action, using the same combat maneuver bonus it used to grapple the target.

Superior Scent (Ex)
The Beast Of Gévaudan has the scent ability but at quadruple the normal range. It can detect opponents within 120 feet by sense of smell. If the opponent is upwind, the range increases to 240 feet; if downwind, it drops to 60 feet. Strong scents, such as rotting garbage, can be detected at twice the ranges. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range; when the Beast detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The Beast can take a move action to note the direction of the scent. When the Beast is within 10 feet of the source, it pinpoints the source’s location. It can follow track with scent using the usual rules.

Thirst for Blood (Ex)
Upon a roll of natural 20 (followed by a successful roll to confirm the critical hit) with its bite attack, the Beast Of Gévaudan jaws rip off a limb of the target. A Fortitude save DC 34 negate the effect. Roll 1d12 for the following table:

1-2​
Right forearm​
3-4​
Left forearm​
5-6​
Right hand​
7-8​
Left hand​
9​
Right leg​
10​
Left leg​
11​
Gut​
12​
Head​
A creature that has its gut ripped off suffers an additional 4d10 bleed damage at the start of each of his turns, until he receives magical healing or a DC 25 Heal check. A creature that loses his head dies if it can’t live without it. The table is meant for a humanoid form, if the creature does not have it, the GM is encouraged to use one that is customized on the spot. The save DC is Strength-based.

Wild Hunt (Su)
Once per week, the Beast Of Gévaudan can grant itself and a number of wolfs or wolf-like creatures (see lycanthropic empathy) equal to its Hit Dice the ranger’s quarry class feature for 24 hours, designating a single creature as the target of the hunt. All participants in the wild hunt also get the benefits of longstrider, tireless pursuers, and air walk (caster level 23th) for the duration of the hunt.

Wood Hunter (Ex)
The Beast Of Gévaudan may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at its normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect him. The Beast Of Gévaudan leaves no trail in natural surroundings and cannot be tracked. It may choose to leave a trail if so desired.
Very nice, I always thing how weak werewolves are in 3.5 and especially pathfinder is a damn shame.
 


Because of the werewolf is a template, it depends on the strength of the creature in question
If you want a lycanthrope more powerful I recommend using this: (Lycanthrope, Mythic (Template) - Spheres of Power Wiki)
It doesn't have anything to do with it being a template or not, its the fact that the template's powers are tremendously weak. Compare it to it's contemporary, the vampire, there's no contest whatsoever.

Thanks for the link though
 


I think the Mythic werewolf definitely sucks a lot less than the base werewolf, that's for sure. But if you wanted to make an updated werewolf that would rock.
 


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