wolfmaker3d Werewolf warrior creature fantasy lycan shapeshifter warriors pack 3d miniature figurines statue bust custom

Werewolf creatures

wolfmaker3d werewolf shapeshifter warriors pack 3d miniature figurines statue bust custom
wolfmaker3d werewolf shapeshifter warriors pack 3d miniature figurines statue bust custom
wolfmaker3d werewolf shapeshifter warriors pack 3d miniature figurines statue bust custom

Werewolf creatures

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 & Half Animals in the Multiverse

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.

Age

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.

Transformation and Abilities

A Werewolf can be an human (or other species) that trasforms himself into a large wolf, shape-shifting, with anthropophagous habits, which transforms against its will and has little discernment. Other Werewolves transform whenever they sees fit while maintaining their normal reasoning. These many times have innate communication skills with members of their animal species. For example, a werewolf can howl or communicate with other wolves, even to summon a pack and, at times, dominate and command them in battle.

Hybrid shape

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.

Story

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.

Shapeshift

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.

Animal shape

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.

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15(+2)

Strength is the damage you inflict with an attack, how much weight you can carry and how well you tend to do with strength based skill checks.

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14(+2)

Constitution is around your actual fortitude. Has a direct effect on your health, as well as your resistance to poison.

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13(+1)

Dexterity is your speed. It is how fast you are with your movement and how successful you are with ranged attacks.

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10(+0)

Intelligence is how smart you are and is your academic intelligence. Is also how much you know about things.

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11(+0)

Wisdom is knowing about the world around you, like stories and legends. Also is how perceptive you are. It determines what you naturally notice.

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10(+0)

Charisma is how good you are with people and how good you are at persuading people, when you want to reflect if you are a good guy or how well you get on with NPCs.

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