pathfinder-2-sqlite-MIRROR/data/monsters/Werewolf.yaml

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ability_mods:
cha_mod: 1
con_mod: 2
dex_mod: 2
int_mod: -1
str_mod: 4
wis_mod: 2
ac: 19
ac_special: null
automatic_abilities:
- description: he werewolf can communicate with lupines.
name: Wolf Empathy
traits:
- divination
- primal
description: The curse of the werewolf—known as lycanthropy to many—instills in its
carriers the hungry bloodlust and predatory instincts of the wolf. Werewolves tend
to dwell on the fringes of society or in small settlements where, in their humanoid
forms, they work as laborers, hunters, farmers, or trappers. At night, however,
these same villagers transform into violent killers and sadistic stalkers who prey
on their neighbors. Werewolves are the quintessential werecreature, and the first
that comes to mind when most people speak of such beings.
divine_spells: null
hp: 63
immunities: null
innate_spells: null
items:
- battle axe
- composite shortbow (20 arrows)
- studded leather armor
languages:
- Common
level: 3
melee:
- action_cost: One Action
damage:
formula: 1d8+8
type: slashing
name: battle axe
to_hit: 11
traits:
- sweep
- action_cost: One Action
damage:
formula: 1d6+8
type: slashing
name: claw
to_hit: 11
traits:
- agile
- action_cost: One Action
damage:
formula: 1d8+8 plus curse of the werewolf
type: piercing
name: jaws
to_hit: 11
traits: null
name: Werewolf
perception: 9
proactive_abilities:
- action_cost: One Action
description: Human with fist +11 for 1d4+8 bludgeoning, or wolf with Speed 40 feet
and jaws with Knockdown.
name: Change Shape
traits:
- concentrate
- polymorph
- primal
- transmutation
- description: This curse affects only humanoids. **Saving Throw** DC 19 Fortitude
save. On each full moon, the cursed creature must succeed at another Fortitude
save or turn into a werewolf until dawn. The creature is under the GM's control
and goes on a rampage for half the night before falling unconscious until dawn.
name: Curse of the Werewolf
traits:
- curse
- necromancy
- primal
- description: When a full moon appears in the night sky, the werewolf must enter
hybrid form, can't Change Shape thereafter, becomes one size larger, increases
its reach by 5 feet, and increases the damage of its jaws by 2. When the moon
sets or the sun rises, the werewolf returns to humanoid form and is fatigued for
2d4 hours.
name: Moon Frenzy
traits:
- polymorph
- primal
- transmutation
- description: The werewolf's Strikes deal 1d6 extra damage to creatures within reach
of at least two of the werewolf's allies.
name: Pack Attack
traits: null
ranged:
- action_cost: One Action
damage:
formula: 1d6+4
type: piercing
name: composite shortbow
to_hit: 9
traits:
- deadly 1d10
- range increment 60 feet
- reload 0
resistances: null
saves:
fort: 11
ref: 9
will: 7
saves_special:
fort: null
ref: null
will: null
senses:
- low-light vision
- scent (imprecise) 30 feet
skills:
Acrobatics: 7
Athletics: 9
Survival: 10
skills_special: null
speed:
- amount: 25
type: Land
spell_attack_to_hit: null
spell_dc: null
traits:
- CE
- Medium
- Beast
- Human
- Humanoid
- Werecreature
type: Creature