Description
Werewolf figure, miniature or bust designed and resin printed for your shelf, for your games or for a gift! Available from 3 up to 50 cm height. You can choose which weapon, effect or other thing that werewolf figure have in each hand. You can also choose face type, earrings, armor versions and more over!
Lycantrops can be any mixture of two main elements: a main species and a secondary species, of which the Lycantrops manages to acquire skills, physical, developed senses or to completely change in it or to change only some parts of the body.
Lycantrops aren’t just individuals who mutate into wolves or wolf hybrids. Lycantrops are part of a much larger species.
Lycanthropy can originate from a genetic disease or mutation, from pure evolution, from experiments, from spells, spells or curses.
A lupine Lycantrop is also referred to as a werewolf, werewolf, or werewolf in many worlds. A werewolf of this type can appear in wolf form, wolf man hybrid form, or gain only certain physical mutations or abilities of the wolf, such as teeth, jaw, claws, or developed senses.
Often and in many worlds of the Multiverse, Lycantrops are individuals belonging to a type of marginalized population, usually because of the terror that most of the individuals considered “normal” can feel for these beings so different, imposing and so much superior.
There are no limits to the possibilities of Lycanthropy, although in most cases, the secondary species is almost always a mammalian animal, perhaps due to the organism similar to the first species.
Also available in a female version and much more in the variants.
Werewolf creatures are referred to as a werewolf, wolf man or half wolf-man in many worlds.
A werewolf of this type can appear in wolf form, wolf man hybrid form, or gain only certain physical mutations or abilities of the wolf, such as teeth, jaw, claws, or developed senses. Werewolves generally have a hierarchy composed of a ladder based on the strongest members: from the Alpha member, to the Beta, Delta and finally Omega.
Lycanthropy can originate from a genetic disease, mutation, evolution, experiments, spells or curses. Lycantrops can be any mixture of two main elements: a main species and a secondary species, of which the Lycantrops manages to acquire skills, physical, developed senses or to completely change in it or to change only some parts of the body. They are shapeshifters. There are no limits to the possibilities of Lycanthropy, although in most cases, the secondary species is almost always an animal, perhaps due to the organism similar to the first species.
A werewolf lives as long as his base race. Some types, on the other hand, are much longer-lived and some are immortal. It all depends on “why” they became werewolves. Many die a violent death long before reaching old age.
A werewolf uses claws and jaws for kill or damage his enemies or prey.
He has powerful muscles and reflexes, huge resistance to disease and all toxin types.
When a werewolf switches to his hybrid form, his size becomes Medium. He can still use his weapons and cast spells, unless his weapons are made for a Small creature. If he wears armor or garments not specially made to fit his hybrid form, they fall off, requiring minor repairs before they can be put on again. It gains advantage on Strength rolls in this form. It maintains the same amount of health it would have in its normal form. It also gets the following traits:
Natural armor While in hybrid form a werewolf has natural armor made up of his thickened skin and fur. In this form he has an AC of 13 + his beastly ability modifier, unless he has unarmored defense, in which case he can choose. He can always wield a shield and benefit from this ability.
Claws and fangs In hybrid form, a werewolf grows sharp fangs and claws. These are treated as natural weapons or as unarmed attacks in which he is competent. They deal 1d6 + Strength modifier of slashing or piercing damage if successful. Its fangs can inflict lycanthropy on a successful hit, the risk of being infected by the lycanthropy is decided by a saving throw against the creature’s infection DC which is 8 + proficiency bonus + the werewolf’s Constitution modifier.
Acute senses In hybrid form, a werewolf has advantage on Wisdom (Perception) rolls that rely on hearing or smell.
Terrifying transformation When transitioning to hybrid form, any creature of the werewolf’s choice that is within 60 feet of it and that can see it transform must succeed on a Wisdom saving throw or be scared of the character until the end of his next turn. He must finish a long rest before using this stretch again. The saving throw’s DC is 8 + her proficiency bonus + her Charisma modifier. Other werewolves are immune to this trait.
In mythologies, legends and folklore, the lycanthrope is a human being who has the ability to partially and / or completely transform into a wolf, or an anthropomorphic creature close to the wolf. Werewolves are mostly described as evil beings possessing both wolf and human abilities, colossal strength and great ferocity as they are capable of killing many people in one night. They rarely remember their nocturnal misdeeds after regaining human form.
A werewolf is considered a shape-shifting creature in addition to its normal type. As an action, a werewolf can change into his hybrid or animal form. His game stats, aside from his AC, remain the same in every form. Any equipment he wears or carries is not transformed. It can revert to its original form when it takes an action to transform itself, if its hit points are reduced to 0, or if it dies.
When a werewolf transforms into his animal form, his size is Medium and he is unable to wield any weapon. Additionally, he cannot cast spells while in this form and cannot speak. It maintains the same amount of health it would have in its normal form. It also gets the following traits:
Natural armor While in animal mode, a werewolf has natural armor made up of his thickened skin and fur. In this form he has an AC of 13 + his bestial ability modifier.
Fangs. In animal form, a werewolf acquires a bite attack. This is regarded as a natural weapon or as an unarmed attack in which it is competent. Deals 1d6 points of piercing damage when successful. If he hits a werewolf he can choose whether to inflict lycanthropy or not, the risk of being infected by the lycanthropy is decided by a saving throw against the creature’s infection DC which is 8 + proficiency bonus + the werewolf’s Constitution modifier.
Acute senses In animal form, a werewolf has advantage on Wisdom (Perception) rolls that rely on hearing or smell.
Camouflaged predator In its animal form, a werewolf appears just like any other animal. Others will consider him a common animal unless they pass a Wisdom (Insight) check countered by the character’s Charisma (Deceive) check. Opponents who pass the roll are able to tell that something is wrong with him, but they won’t immediately know he’s a werewolf.
STATS
ABILITIES
The werewolf makes two attacks:
one with its bite and one with its claws or spear.
Humanoid or Hybrid Form Only
Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: (2d4 + 2) slashing damage. Hybrid Form Only
Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: (2d4 + 2) slashing damage. Hybrid Form Only
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