Werebeast
Werebeast: Cursed Blood.
All werebeasts gain the following...
- advantage on all martial and mobility rolls
- their claws are considered enchanted
- immune to all diseases
- suffer +3 damage from poison, take a base 3 damage from silver
- only gain benefits from resting if they also eat meat during the rest
Lvl 5
3850
Regeneration.
recovers 3 health at the beginning of its turn
Total Massacre.
if the werewolf lands a critical hit it also gains an additional action, the werewolf can move and attack as one action
Choose One
- •Massacre.4d4+4.
critical hits throw the target 3 tiles away from the werebeast and also inflict Sanies Lupus
- •Howl.
all targets within 3 tiles must succeed a DC 12 saving roll, afflicted by Fear if they fail, 3 turn cycle recharge