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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 Class15 (natural armor)
Hit Points 18d10+72
Speed45 ft.Climb 30 ft.
Strength16 (+3)
Dexterity18 (+4)
Constitution19 (+4)
Intelligence8 (-1)
Wisdom16 (+3)
Charisma13 (+1)
SavesStrength d20+7 Dexterity d20+8
SkillsAthletics d20+7 Perception d20+7 Stealth d20+8
Damage ImmunitiesBludgeoningPiercingSlashing from nonmagical attacks not made with silvered weapons
Condition ImmunitiesCharmedFrightened
SensesDarkvision 60 ft.Passive Perception 17
LanguagesCommon
Challenge10 (5900 XP)
Special 1DayvreakIf 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 2Keen Hearing and SmellThe werewolf has an advantage on Wisdom (Perception)checks that rely on hearing or smell
Special 3Pack TacticsThe werewolf has an advantage on an attack roll against a creatureif at least one of the wolf's allies is within 5 ft. of the creature and the ally isn't incapacitated
Special 4Reckless AttackAt 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 1MultiattackThe werewolf makes three attacks with its claws,and one with its bite
Action 2BiteMelee Weapon Attack d20+7 to hit
Reach 5 ft., one targetHit 2d8+3 piercing damage,or 2d12+3 piercing damageif the werewolf is grappling the target
Action 3ClawMelee Weapon Attack d20+7 to hit
Reach 10 ft., one targetHit 2d8+3 slashing damage,and the werewolf can use a bonus actionto attempt to grapple the target

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