Nightfall Predator
In spite of all their rigorous training and mental exercises, no Daybreak Ranger has yet to totally escape from the grasp of their curse. And as all werewolves do, the Daybreak Rangers occasionally lose themselves to the bloodlust of their wolfen side, in addition to the monthly transformation which all werewolves experience during the Hunter's Moon.
Rage Against Control When a Daybreak Ranger transforms during the full moon, they do exhibit more restraint than others of their kind, sometimes even turning down easy human prey. The same can not be said when a Daybreak Ranger transforms in battle, however. As if angry at its human side's attempts to restrict it, the Daybreak Rangers find transform after spilling blood, they are more savage and bestial than the average werewolf, ripping and tearing at their victims and prey with primal anger that leaves little more than a gore-soaked patch of dirt.
Trust Among Friends Fellow rangers call one of their own hat has fallen into this state a "nightfall predator". and work as quickly as they can to isolate their former ally. Without an outlet, the anger of the wolf quickly dissipates, and the human side is free to try and exert its control once more. But if the predator can't be contained, or attempts at isolation fail, other Daybreak Rangers will not hesitate to end the lives of their former comrade rather than see them injure the innocent. It is a duty which each Daybreak Ranger acknowledges they hold, and which often prevents some from making strong connections with others of their guild.
Nightfall Predator
In spite of all their rigorous training and mental exercises, no Daybreak Ranger has yet to totally escape from the grasp of their curse. And as all werewolves do, the Daybreak Rangers occasionally lose themselves to the bloodlust of their wolfen side, in addition to the monthly transformation which all werewolves experience during the Hunter's Moon.
Armor Class | 15 (natural armor) | ||
---|---|---|---|
Hit Points | 18d10+72 | ||
Speed | 45 ft. | Climb 30 ft. | |
Strength | 16 (+3) | ||
Dexterity | 18 (+4) | ||
Constitution | 19 (+4) | ||
Intelligence | 8 (-1) | ||
Wisdom | 16 (+3) | ||
Charisma | 13 (+1) | ||
Saves | Strength d20+7 | Dexterity d20+8 | |
Skills | Athletics d20+7 | Perception d20+7 | Stealth d20+8 |
Damage Immunities | Bludgeoning | Piercing | Slashing from nonmagical attacks not made with silvered weapons |
Condition Immunities | Charmed | Frightened | |
Senses | Darkvision 60 ft. | Passive Perception 17 | |
Languages | Common | ||
Challenge | 10 (5900 XP) | ||
Special 1 | Dayvreak | If the werewolf deals no damage on its turn, | it transforms at the end of its turn. |
When the werewolf transforms, | its statistics are replaced by those of the daybreak ranger | ||
Special 2 | Keen Hearing and Smell | The werewolf has an advantage on Wisdom (Perception) | checks that rely on hearing or smell |
Special 3 | Pack Tactics | The werewolf has an advantage on an attack roll against a creature | if at least one of the wolf's allies is within 5 ft. of the creature and the ally isn't incapacitated |
Special 4 | Reckless Attack | At the start of the werewolf's turn, | it can choose to make all attacks this turn with advantage. |
If it does, all attacks made against it have an advantage until the start of its next turn | |||
Action 1 | Multiattack | The werewolf makes three attacks with its claws, | and one with its bite |
Action 2 | Bite | Melee Weapon Attack | d20+7 to hit |
Reach 5 ft., one target | Hit 2d8+3 piercing damage, | or 2d12+3 piercing damage | if the werewolf is grappling the target |
Action 3 | Claw | Melee Weapon Attack | d20+7 to hit |
Reach 10 ft., one target | Hit 2d8+3 slashing damage, | and the werewolf can use a bonus action | to attempt to grapple the target |
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