Werewolf
Humanoid, Beast, Lycanthrope; Major; Black
Stats
| Characteristic | Value | Attribute | Value | Skill | Value |
|---|---|---|---|---|---|
| Strength | 55 | Hit Points | 45 | Combat | 95 |
| Endurance | 70 | Wound Thr. | 15 | Magic | - |
| Agility | 50 | Magicka | 30 | Evade | 60 |
| Intelligence | 30 | Stamina | 7 | Observe | 70 |
| Willpower | 35 | Initiative | +13 | Stealth | 60 |
| Perception | 50 | Action Pts. | 3 | Knowledge | 10 |
| Personality | 30 | Speed | 15m | Social | 10 |
| Morale | 85 | Size | Std. | Physical | 95 |
Weapons & Armor
- • Claws: 1d10; Slashing; 1m Reach
- • Fangs: 1d8; Splitting; 1m Reach
- • Natural Toughness (4), Natural Toughness (2) in non-beast
- form.
Special Abilities
- • Consume (2 AP): The werewolf consumes part of the corpse
- of a dead creature. They regain the consumed creature’s EB.
- • Consume Heart (3 AP): The werewolf consumes the heart
- of a dead creature. They regain twice the consumed creature’s
- EB.
- • Latch On (1 SP): If the creature successfully Bites a target
- which results in a grapple, it latches on as a free action. As
- a result, the grappled character receives a -20 penalty to their
- attempts to break free. Alternatively, the grappled target can
- instead end the grapple as a free action. In doing so, they
- suffer the Bleeding (2) Condition and must test for Disease.
- Werewolf Vargr
- Older and more experienced than their packmates, they have fully
- given themselves to the beast within to become the ultimate ambush
- hunter.
Encountering Werewolf
attacker. If the target Counter Attacks a Bite attack, the Counter Attack ignores the creature’s AR and Natural Toughness trait. • Bestial Leap: Penalties from jumping are halved. • Savage: Rolls damage twice and uses the highest result. By far the most common form of lycanthrope found across Tamriel, Werewolves are swift and deadly hunters who often use stealth to ambush their prey. They often form packs of their own kind, away from greater Tamrielic society, and these typically become tightly-knit clans who hunt alongside one another. This behavior makes them all the more deadly to face; a lone Werewolf is dangerous, but a pack can easily be overwhelming even for experienced hunters. Werewolves are feared across Tamriel, and many rural communities have stories of foul man-wolves killing children who wander too close to the town’s edge on the night of a full moon. GMs using the base Werewolf should be aware of their strengths and weaknesses; they are stealthy and agile, but generally weaker than other forms of lycanthrope. Operating in packs, therefore, can make them much harder foes for a party to encounter. The social stigma related to lycanthropy can also lead some to try and hide their affliction, while others may fully embrace the “gifts” of Lord Hircine, providing interesting quest-making opportunities for the creative GM. In any case, a well-equipped party with silver weapons should be able to take on a Werewolf, or even a small pack of them. However, Werewolf-hunters should be mindful that they don’t contract a lycanthropic disease themselves!
Loot
- A character can make a -10 Survival test to skin the beast.
- Lycan hide is valued at 500 drakes. Failing the test ruins the
- hide, halving its value.
- A character can make a +0 Survival test to remove a Werewolf
- Claw from the beast’s hand, which is an uncommon
- Destruction ingredient.
- 159
- Traits
- Silver-Scarred (4), Silver-Scarred (2) in non-beast form.
- Unnatural Senses (Sight, Hearing, Smell, 30), Unnatural
- Senses (Smell, 3) in non-beast form
- Immunity (Disease)