Werewolves' Hunt

Combat - Werewolves' Hunt

Encounter Difficulty: Hard
Victories Awarded: 2
Expected Party: Five heroes at level 1 with 4 Victories each, and one retainer (Ireena)

Enemies:

Group Creatures
1 Werewolf packmate
2 Werewolf packmate
3 Dire wolf
4 Two wolves
5 Two wolves
6 Two wolves

Balancing:

If you have fewer or more than 5 heroes, modify the encounter in the following ways:

Number of heroes Modification
3 Remove the dire wolf from the encounter.
4 Remove two wolves from the encounter.
6 Add two wolves (in their own initiative group) to the encounter.

Werebeast Malice

At the start of any werebeast's turn, you can spend Malice to activate one of the following features.


Pack Tactics (3 Malice)
Each werebeast acting this turn has a double edge on abilities.

Pounce (5 Malice)
Until the end of the round, each werebeast gains a +3 bonus to speed, and can shift up to their speed as a move action.

Deafening Howls (7 Malice)
Until the end of the encounter, the encounter map is encased in a soundscape of howling or ravens chattering. Each enemy takes a bane on the first power roll they make each round. Whenever a werebeast is killed, this effect is suppressed until the start of the next round.

Werewolf Packmate

Accursed, Humanoid, Werebeast Level 3 Platoon Brute
EV 10

Size Speed Stamina Stability Free Strike
1M 7 60 0 5

Immunity Weakness
Movement

Might Agility Reason Intuition Presence
+2 +2 -1 +1 -1

Accursed Rage
The werewolf packmate's ferocity is expressed through rage, and their abilities can inflict rage points on any enemy except a stormwight fury. A creature who starts their turn with 10 or more rage expends their rage. Then before taking their turn, they must shift up to their speed toward the nearest creature and make a melee free strike against them. A creature who takes damage from this free strike gains 1 rage. Accumulated rage disappears after a character finishes a respite.

Regeneration
The werewolf packmate gains 5 temporary Stamina at the start of each of their turns unless they've taken corruption damage or damage from a silver weapon since the start of their last turn. The werewolf packmate dies only if they start their turn with 0 Stamina and don't regenerate.

Shapeshifter
The werewolf packmate enters combat in their hybrid humanoid form. Their shape can't be changed by any external effect.

Vukenstep
The werewolf packmate ignores difficult terrain.

Accursed Bite 2d10+2 Signature Ability
Charge, Melee, Strike, Weapon Main Action
Melee 1 One creature or object
≤ 11: 7 damage; the target gains 1 rage
12-16: 11 damage; the target gains 2 rage
17+: 14 damage; the target gains 3 rage
(2 Malice): If the target has P < 0, they are afflicted with lycanthropy. Each time the target is unaffected by the potency effect, the potency increases by 1 the next time the werewolf packmate uses the ability against the same target. A creature afflicted with lycanthropy gains the Serious Case of Lycanthropy complication.

Berserker Slash (3 Malice) 2d10+2
Area, Weapon Main Action
1 burst Each enemy and object in the area
≤ 11: 4 damage; push 2
12-16: 6 damage; push 3; the target gains 1 rage
17+: 7 damage; slide 3; the target gains 2 rage
Effect: The werewolf packmate shifts up to their speed before using this ability.

Wall Leap
Maneuver
Self Self
Effect: The werewolf packmate jumps up to 3 squares. If they end this jump at a wall, tree, or similarly tall sturdy object, the werewolf packmate jumps off the wall up to 3 squares and can make a melee free strike. If the target of the free strike has M < 1, they are knocked prone.

Dire Wolf

Animal Level 2 Elite Brute
EV 16

Size Speed Stamina Stability Free Strike
3 7 100 2 5

Immunity Weakness
Movement

Might Agility Reason Intuition Presence
2 1 -1 1 0

Lunging Bite 2d10+2 Signature Ability
Melee, Strike, Weapon Main Action
Melee 2 Two creatures or objects
≤ 11: 7 damage
12-16: 11 damage; push 1; M < 1 prone
17+: 14 damage; push 2; M < 2 prone

Wild Claws 2d10+2
Area, Weapon Main Action
1 burst Each enemy and object in the area
≤ 11: 3 damage
12-16: 6 damage
17+: 8 damage; A < 2 bleeding (save ends)

Vengeful Bite
Melee Triggered Action
Melee 1 The triggering creature or object
Trigger: A creature or object within distance deals damage to the dire wolf.
Effect: The dire wolf makes a free strike against the target.

Trample
The dire wolf can move through enemies' and objects' spaces at their usual speed. Any mundane size 2 or smaller object whose space they move through is destroyed. When the dire wolf enters a creature's space for the first time on a turn, that creature takes 3 damage.

Nature's Spirit
While outdoors or in a natural environment, the dire wolf can negate a bane on their abilities or turn a double bane into a bane.

Swift Hunter
The dire wolf ignores difficult terrain and concealment.

Pack
While adjacent to an ally, the dire wolf can’t be flanked or be made frightened.

Wolf

Animal Level 1 Horde Brute
EV 3

Size Speed Stamina Stability Free Strike
1M 7 20 0 2

Immunity Weakness
Movement

Might Agility Reason Intuition Presence
+1 +2 -2 +1 +1

Bite 2d10+2 Signature Ability
Melee, Strike, Weapon Main Action
Melee 1 One creature or object
≤ 11: 4 damage
12-16: 6 damage; M < 1 prone
17+: 7 damage; M < 1 prone

Ready to Strike
Maneuver
Self Self
Effect: The wolf sniffs the air and gains an edge on their next strike.

Quick Strike
Melee, Strike, Weapon Triggered Action
Melee 1 The triggering creature or object
Trigger: A creature or object comes within distance.
Effect: The wolf makes a free strike against the target. If the wolf was hidden from the target, the strike deals an extra 2 damage.

Nature's Spirit
While outdoors or in a natural environment, the wolf can negate a bane on their abilities or turn a double bane into a bane.

Swift Hunter
The wolf ignores difficult terrain and concealment.

Pack
While adjacent to an ally, the wolf can’t be flanked or be made frightened.
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