Werewolves - Cult of Yeenoghu

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More for the Monsters Compendium:
A Cult of Yeenoghu - made up by werewolves...

Below are stats for:

Werewolf Champion, level 13 elite brute (leader)
Werewolf Pack Leader, level 12 skirmisher
Werewolf Minion, level 12 minion
Dire Wolf Minion, level 11 minion
Werewolf Pack Archer, level 12 skirmisher

(Sorry for the lack of proper formatting - can't get it to work properly)

Regards
Nikolaj

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Werewolf Champion, Yeenoghu's Chosen



Level 13 Elite Brute (Leader)



Large natural humanoid



XP 1.600



Initiative +10                                  Senses Perception +14; low-light vision
HP 324; Bloodied 162
Regeneration 5 (if the werewolf takes damage from a silver weapon, its regeneration doesn’t function on its next turn)
AC 27; Fortitude 26; Reflex 24; Will 24
Immune moon frenzy
Saving Throws +2
Speed 6
Action Points 1



m Flail (standard; at-will) • Weapon



+17 vs AC; 2d8 + 7 damage



m Bite (standard; at-will) • Disease



+17 vs AC; 1d10 + 5 damage, and the target takes ongoing 5 damage (save ends) and contracts moon frenzy



M Yeenoghu's frenzy (standard; recharge 5 6)



The werewolf makes a flail and a bite attack against the same target. If both hits the target is marked.



C Howl of the Demon (minor; recharge 6)



Close burst 10; targets each ally in the burst; the target makes a melee basic attack as a free action; 1



 Blessing of Yeenoghu (immediate interrupt, when hit by a ranged attack; at-will)



The werewolf forces the attacker to reroll the ranged attack and take the new result.



 Pack Attack



The werewolf deals an extra 5 damage on melee and ranged attacks against an enemy that has two or more of the werewolfs allies adjacent to it.



 Blood Rage



The werewolf’s melee attacks deal 4 extra damage against a bloodied target.



 Change Shape (minor; at-will) • Polymorph



A werewolf can alter its physical form to appear as a gray wolf or a unique gnoll. It cannot use its bite attack in gnoll form and cannot make weapon attacks in wolf form.



Alignment Evil



Languages Common



Skills Insight +14, Intimidate +15, Nature +14, Athletics +17



Str 22 (+12)



Dex 19 (+10)



Wis 16 (+9)



Con 22 (+12)



Int 12 (+7)



Cha 19 (+10)



Equipment Leather Armor, Flail



 



Dire Wolf Minion



Level 11 Minion Skirmisher



Large natural beast



XP 150



Initiative +11                                  Senses Perception +13; low-light vision
HP 1; a missed attack never damages a minion.
AC 25; Fortitude 23; Reflex 24; Will 21
Speed 8



m Bite (standard; at-will)



+16 vs AC; 5 damage, or 9 damage against a prone target



 Combat Advantage



If the dire wolf minion has combat advantage against a target, the target is knocked prone on a hit.



Alignment Unaligned



Languages —



Str 22 (+11)



Dex 19 (+9)



Wis 17 (+8)



Con 22 (+11)



Int 8 (+4)



Cha 14 (+7)



 



 































Werewolf Pack Leader



Level 12 Skirmisher



Large natural beast



XP 700



Initiative +12                                  Senses Perception +15; low-light vision
HP 126; Bloodied 63
Regeneration 5 (if takes damage from a silver weapon: dowsn't function next turn)
AC 26; Fortitude 25; Reflex 25; Will 23
Speed 8



m Greatclub (standard; at-will) • Weapon



+17 vs AC; 2d6 + 4 damage



m Bite (standard; at-will)



+17 vs AC; 1d10 + 5 damage, or 2d10+5 damage against a prone target



 Pack Leader (minor; recharge 4 5 6)



Close burst 5; targets all allies of the werewolf: each may shift 1 square.



 Wolf form: Pack Combat Advantage



The dire wolf gains combat advantage against a target that has one or more of the dire wolf’s allies adjacent to it. If the dire wolf has combat advantage against the target, the target is also knocked prone on a hit.



 Change Shape (minor; at-will) • Polymorph



A werewolf can alter its physical form to appear as a gray wolf or a unique human. It cannot use its bite attack in human form and cannot make greatclub attacks in wolf form.



Alignment Unaligned



Languages —



Str 24 (+13)



Dex 19 (+10)



Wis 17 (+9)



Con 22 (+12)



Int 8 (+5)



Cha 14 (+8)



 


 































Werewolf Minion



Level 12 Minion Brute



Medium natural humanoid



XP 175



Initiative +10                                  Senses Perc. +14; low-light  vis.


HP 1; a missed attack never damages a minion.
Regeneration 1 (if the werewolf takes damage from a non-silver weapon attack, it rolls a save: on success it is not killed, but still has 1 hp left)
AC 24; Fortitude 24; Reflex 23; Will 22
Immune moon frenzy
Speed 6



m Greatclub (standard; at-will) • Weapon



+16 vs AC; 5 (10) damage



m Bite (standard; at-will) • Disease



+16 vs AC; 5 (10) damage



 Pack Attack



The werewolf deals an extra 5 damage on melee attacks against an enemy that has two or more of the werewolf's allies adjacent to it.



 Change Shape (minor; at-will) • Polymorph



A werewolf can alter its physical form to appear as a gray wolf or a unique human. It cannot use its bite attack in human form and cannot make greatclub attacks in wolf form.



Alignment Evil



Languages Common



Skills Bluff +12, Insight +14, Intimidate +12, Nature +14



Str 21 (+11)



Dex 18 (+10)



Wis 16 (+9)



Con 20 (+11)



Int 12 (+7)



Cha 13 (+7)



Equipment Leather Armor, Greatclub



 


 



 



































Werewolf Pack Archer



Level 12 Skirmisher



Large natural humanoid



XP 700



Initiative +12                                  Senses Perception +14; low-light vision
HP 104; Bloodied 52
Regeneration 5 (if the werewolf archer takes damage from a silver weapon, its regeneration doesn’t function on its next turn)
AC 28; Fortitude 28; Reflex 24; Will 23
Immune moon frenzy
Speed 6



m Greatclub (standard; at-will) • Weapon



+17 vs AC; 1d8 + 5 damage



m Bite (standard; at-will) • Disease



+17 vs AC; 1d8 + 5 damage, and the target takes ongoing 5 damage (save ends) and contracts moon frenzy



r Longbow (standard; at-will) • Weapon



Ranged 20/40; +17 vs AC; 1d10 + 5 (+10) damage



 Pack Attack



The werewolf deals an extra 5 damage on melee and ranged attacks against an enemy that has two or more of the werewolf's allies adjacent to it.



 Defensive Mobility



The werewolf archer gains a +2 bonus to AC against opportunity attacks.



 Change Shape (minor; at-will) • Polymorph



The werewolf archer can alter its physical form to appear as a dire wolf or a unique human. It cannot use its bite attack in human form and cannot make greatclub or longbow attacks in dire wolf form.



Alignment Unaligned



Languages Common



Skills Bluff +11, Dungeoneering +14, Insight +14, Intimidate +11, Nature +14, Stealth +15



Str 24 (+13)



Dex 18 (+10)



Wis 17 (+9)



Con 24 (+13)



Int 11 (+6)



Cha 10 (+6)



Equipment Leather Armor, Greatclub, Longbow, Arrows (30)



 


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