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Werewolf


Accursed, Humanoid, Werebeast

Werewolf

Level 1
Solo
EV 36
1MSize
7Speed
200Stamina
0Stability
5Free Strike
Immunity
Weakness
Movement
With Captain
M+3Might
A+2Agility
R-1Reason
I+1Intuition
P+1Presence
**
Trait

Solo Monster

At the end of each of their turns, the werewolf can take 5 damage to end one effect on them that can be ended by a saving throw. This damage can't be reduced in any way.

Solo Turns

The werewolf can take two turns each round. They can't take turns consecutively.

**
Trait

Accursed Rage

The werewolf's ferocity is expressed through rage, and their abilities can inflict rage points on any enemy except a stormwight fury. A creature who starts their turn with 10 or more rage expends their rage. Then before taking their turn, they must shift up to their speed toward the nearest creature and make a melee free strike against them. A creature who takes damage from this free strike gains 1 rage. Accumulated rage disappears after a character finishes a respite.

**
Trait

Shapeshifter

The werewolf enters combat in their hybrid humanoid form. Their shape can't be changed by any external effect.

ll
Main action

Accursed Bite

Signature
KeywordsChargeMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetOne creature or object
Power Roll+ 3
!9 damage; the target gains 2 rage
@13 damage; the target gains 4 rage
#16 damage; the target gains 5 rage
2 MaliceIf the target has P < 0, they are afflicted with lycanthpy. Each time the target is unaffected by the potency effect, the potency increases by 1 the next time the werewolf uses the ability against the same target. A creature afflicted with lycanthropy gains 2 rage at the end of each of their turns whenever they're in combat. Their rage doesn't disappear after finishing a respite and they must complete the Find a Cure downtime project in "Draw Steel: Heroes" to end this effect.
ll
Main action

Ripping Claws

KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetTwo creatures or objects
Power Roll+ 3
!8 damage; M < 1 bleeding (save ends)
@11 damage; the target gains 1 rage; M < 2 bleeding (save ends)
#14 damage; the target gains 3 rage; M < 3 bleeding (save ends)
ll
Main action

Berserker Slash

3 Malice
KeywordsAreaWeapon
ActionMain action
Distance1 burst
TargetEach enemy and object in the area
Power Roll+ 3
!4 damage; push 2
@6 damage; push 3; the target gains 1 rage
#7 damage; slide 3; the target gains 3 rage
Effect

The werewolf shifts up to their speed before using this ability.

ff
Maneuver

Wall Leap

Keywords-
ActionManeuver
DistanceSelf
TargetSelf
Effect

The werewolf jumps up to 4 squares. If they end this jump at a wall, the werewolf jumps off the wall up to 4 squares and can make a melee free strike. If the target of the free strike has M < 2, they are knocked prone.

))
Triggered action

Facepalm and Head Slam

2 Malice
KeywordsMelee
ActionTriggered action
DistanceMelee 1
TargetThe triggering creature
Trigger

A creature within distance targets the werewolf with a melee ability after charging or moving 2 or more squares in a straight line toward them.

Effect

The target is knocked prone and takes 5 damage before the triggered action is resolved.

*Villain Actions
KeywordsArea
Distance5 burst
TargetEach enemy in the area
!The target must move their speed in a straight line away from the werewolf; frightened (save ends)
@Frightened (EoT)
#No effect
Effect

Each target makes an Intuition test.

Effect

Any enemy in the encounter who has 1 or more rage gains 4 rage and howls along with the werewolf.

**

Full Wolf

Keywords-
DistanceSelf
TargetSelf
Effect

The werewolf transforms into a massive wolf of size 3 until they die or until the end of the encounter. They move to a space that can accommodate their new size and push adjacent creatures out of their way. While in wolf form, they have speed 10 and stability 2, their strikes gain a +2 damage bonus and bestow an additional 1 rage, and the potency of Accursed Bite increases by 1.

**

Rampage

KeywordsAreaWeapon
Distance2 burst
TargetEach creature in the area
Power Roll+ 3
!5 damage; the target gains 2 rage; M < 1 bleeding (save ends)
@8 damage; the target gains 4 rage; M < 2 bleeding (save ends)
#11 damage; the target gains 8 rage; M < 3 bleeding (save ends)
Effect

The werewolf shifts up to their speed before and after using this ability.

Source: Draw Steel: Monsters · printing 1.01