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LV2 Type: Werewolf Exp: 46 Earn: 2

Evil Santa
HP: 60 Myth: 20 Size: 3 FC: 0 Movement: 60ft

Str 7 Dex 5 Int 2 W1 Spd 6

Protection Score: 10 Head:


Attribute: Fire Right Hand: (Large Blade) or (Beast Claws)
Alignment: Holy Left Hand: (Shield) or (Beast Claws)
Body: +2 Armor
Tail: Lizard Tail

Reactions
Block: Shield Lv2 + Large Blade Lv3
Def 10

Block: Beast Claws Lv1 (x2)


Def 2

Dodge Lv1
Def 8

Normal Actions
Standard Attack: Large Blade Lv3
Off 8 Dmg 17 Rng 10ft

Standard Attack: Beast Claws Lv1 (x2)


Off 9 Dmg 15 Rng 5ft

Abilities
Wolf Claws: In their humanoid form werewolves have a natural set of “Beast Claw”
weapons
attached to each hand at all times. For the purpose of handling weapons and casting spells
these do
not count as filling the werewolves hands, but even when a werewolf is disarmed they are
not
really disarmed and may immediately switch to their claws without having to re-equip.
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Night Eyes: Due to their wolf-like qualities, werewolves have excellent night vision. They
are
immune to the “Partially Blind” status effect so long as it is caused by a mist type spell or an
environmental effect.
Keen Hearing: Werewolves have dog-like hearing, and so can sense the presence of things
often
before they reach them. To represent this, a werewolf may make Int rolls with a +3 to sense
sounds.
Sharp Nose: Werewolves have excellent smell, which they can use to sense the presence of
an
approaching character or monster or track one down. To represent this, werewolves may
make Int
rolls with +3 to sense smells, and have the ability to roughly identify any scent, so long as
they are
either familiar with that scent or a similar scent.

Cyclone Attack Lvl 1


Focus Attack

Spell Schools
Lythromancy, Vitaemancy, Echomancy, Elemental Spell School of choice, Holymancy

Iron Fur Spell


Fire Strike spell

Genes/Growths

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