Лось-оборотеньWeremoose Существо 3
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Description
A weremoose's tendencies toward stubbornness and a grumpy attitude make it difficult for them to get along with others. Most often, they live as hunters или hermits, taking in the peace of their natural surroundings. If their territory is invaded, they don't hide или retreat but are unlikely to attack. If someone else starts the fight, though, a weremoose retaliates without mercy.
Вспомнить информацию - Beast ( Мистицизм, Природа): СЛ 18
Вспомнить информацию - Humanoid ( Общество): СЛ 18
Неспециализированное знание: СЛ 16
Специализированное знание: СЛ 13
Вспомнить информацию - Beast ( Мистицизм, Природа): СЛ 18
Вспомнить информацию - Humanoid ( Общество): СЛ 18
Неспециализированное знание: СЛ 16
Специализированное знание: СЛ 13
Source Howl of the Wild
Perception +6; low-light vision, scent (imprecise) 60 feet
Languages Common; deer empathy
Skills Athletics +9 ((+11 to Swim)), Intimidation +8
Str +4, Dex +1, Con +4, Int -1, Wis +1, Cha +1
Deer Empathy ( primal) A weremoose can communicate with deer, including moose.
Items greataxe, hatchet (2), scale mail
AC 19; Fort +11, Ref +8, Will +6
HP 60; Weaknesses silver 5
Cold Adaptation The weremoose treats environmental cold effects as if they were one step less extreme.
Speed 30 feet
Melee sweep), Damage 1d12+6 slashing greataxe +11 [+6/+1] ( Melee antler +11 [+6/+1], Damage 1d8+6 piercing plus curse of the weremooseMelee agile, sweep), Damage 1d6+6 slashing hatchet +11 [+7/+3] ( Ranged agile, thrown 10 feet), Damage 1d6+6 slashing hatchet +8 [+4/+0] ( Change Shape concentrate, polymorph, primal) Medium human with fist +11 for 1d4+6 bludgeoning, or Large moose with antler and hoof +11 for 1d8+6 bludgeoning. ( Curse of the Weremoose ( curse, primal) Saving Throw DC 17 FortitudeMoon Frenzy ( polymorph, primal) Increases antler damage instead of jaws.Thundering Charge stunned 1. The weremoose Strides twice and then makes an antler Strike. A Medium or smaller creature damaged by this attack must succeed at a DC 17 Fortitude save or be
Perception +6; low-light vision, scent (imprecise) 60 feet
Languages Common; deer empathy
Skills Athletics +9 ((+11 to Swim)), Intimidation +8
Str +4, Dex +1, Con +4, Int -1, Wis +1, Cha +1
Deer Empathy ( primal) A weremoose can communicate with deer, including moose.
Items greataxe, hatchet (2), scale mail
AC 19; Fort +11, Ref +8, Will +6
HP 60; Weaknesses silver 5
Cold Adaptation The weremoose treats environmental cold effects as if they were one step less extreme.
Speed 30 feet
Melee sweep), Damage 1d12+6 slashing greataxe +11 [+6/+1] ( Melee antler +11 [+6/+1], Damage 1d8+6 piercing plus curse of the weremooseMelee agile, sweep), Damage 1d6+6 slashing hatchet +11 [+7/+3] ( Ranged agile, thrown 10 feet), Damage 1d6+6 slashing hatchet +8 [+4/+0] ( Change Shape concentrate, polymorph, primal) Medium human with fist +11 for 1d4+6 bludgeoning, or Large moose with antler and hoof +11 for 1d8+6 bludgeoning. ( Curse of the Weremoose ( curse, primal) Saving Throw DC 17 FortitudeMoon Frenzy ( polymorph, primal) Increases antler damage instead of jaws.Thundering Charge stunned 1. The weremoose Strides twice and then makes an antler Strike. A Medium or smaller creature damaged by this attack must succeed at a DC 17 Fortitude save or be