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D&d wolf stats
D&d wolf stats













d&d wolf stats

The risk of being infected with Lycanthropy is decided by a saving throw against the creature’s infection DC. The Curse of Lycanthropy spreads two ways: bite and tusk attacks as natural weapons inherent to a Lycanthrope’s transformation or being born into the curse as the child of a Lycanthrope. They may even try to invent stories to justify the gaps in their memory. There are even Lycanthropes who are unaware of their condition that go out to prowl on the night of a full moon who experience fugue-like symptoms when they become human again. This is when those who fail to control it are stripped of their humanity and do whatever their nature guides. Those that master their curse are the rare exception.Īll Lycanthropes face a test every month when the moon is full and the beast inside is at its strongest.

d&d wolf stats

A small few will grapple with and master their curse, able to fluidly move through their human, animal, hybrid forms as they see appropriate and live mostly normal lives. Some will try to suppress it and ignore it, but will always be tormented by nightmares of the times they lost control.

d&d wolf stats

Most cursed humanoids will give in and allow themselves to be permanently changed by the curse allowing it to turn them into predators always looking for a weak target. On a daily basis, those afflicted will have to confront the curse and the desires it brings. In D&D 5e, Lycanthropy is a curse that can afflict individuals granting them shapeshifting as well as new traits and abilities. Lycanthropy is more than just a curse, it is a set of lore and mechanics you can use to challenge your players or even grant them a powerful new set of abilities. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.Lycanthropy in Dungeons and Dragons 5E grants players immunity to piercing, slashing, and bludgeoning damage from non-magical or non-silvered weapons, increased ability stats, allows players to shapeshift, and grants new features according to the sect of lycanthropy (bear, rat, boar, wolf, or tiger). Hit: 9 (1d12 + 3) piercing damage and 9 (2d8) radiation damage. Melee weapon attack: +8 to hit, reach 5 ft., one target. The glowing wolf sheds bright light in a 20-foot radius and dim light for an additional 20 feet. A creature that begins its turn within 10 feet of the glowing wolf takes 6 (1d12) radiation damage. The wolf has advantage on attack rolls against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.















D&d wolf stats