Call of Cthulhu
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Werewolf (humanoid form)
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Attributes
armor
While in wolf or man-beast form, 1-point hide plus regeneration of 1 hit point per round.
attacks_per_round
2
build
1
characteristics_average
{"strength":"105","constitution":"65","size":"55","dexterity":"65","intelligence":"20","power":"65"}
combat_abilities
[{"name":"Fighting attacks","description":"Biting, clawing and mauling. If target’s skin broken by a Bite, the victim transforms into a werewolf at the next full moon."}]
combat_attacks
[{"name":"Fighting","target":"50","damage":"1d8","damage_bonus":"full","attack_type":"attack"}]
damage_bonus
1d4
dodge
32
hitpoints
12
magicpoints
13
move
12
sanity_loss
0/1D8 Sanity points to see a werewolf. 0/1D3 to see one change shape.
short_description
Humanoid form
skills
Track (by smell) 90, Stealth 60
special_abilities
[{"name":"Regeneration","description":"In bestial form the werewolf is notoriously resistant to injury, regenerating 1 hit point every round. Scars and welts of such damage may remain after the ravener reassumes human form. Such healing is weakening, often forcing the shape-changer to spend days in bed."},{"name":"Immunity","description":"Werewolves are immune to most weapons, however they can be damaged or killed by fire or by silver weapons. Its fur set afire, the werewolf loses hit points faster than it can regenerate. Silver, the lunar metal, is poisonous to the werewolf. If the werewolf receives a major wound (half its hit point total or above in one wound) from a weapon made of silver the werewolf will die. If it takes a less than major wound from a silver weapon the werewolf may not regenerate hit points so lost."}]
type
Traditional Horror
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