Alignment: Chaotic
Movement: 180' (60')
Armor Class: 5Hit Dice: 4
Attacks: 2 (bite/claw)
Damage: 2d4/1d6
Save: L4Attacks: 2 (bite/claw)
Damage: 2d4/1d6
Morale: 8
Hoard Class: XX
Just as they "exist" in most fantasy tropes, Werewolves also exist in the World of Thundarr the Barbarian. However, unlike the "classic" idea of a Werewolf, the man-beasts from The Brotherhood of the Night differ greatly.
Werewolves appear to be a humanoid creature with the characteristics of a large wolf. They are covered in brown or grey fur, have pointed ears and claws, and fangs. Unlike a wolf, Werewolves have yellow slitted eyes and a thick mane of hair around their head, giving them an almost-feline-like look. They are rarely found in small groups, preferring to hunt and travel in larger packs. A Werewolf attacks by biting and clawing, dealing 2d4 and 1d6 hit points respectively. They have enhanced sight and enhanced hearing, giving them an almost supernatural ability to track their prey.
Hoard Class: XX
Just as they "exist" in most fantasy tropes, Werewolves also exist in the World of Thundarr the Barbarian. However, unlike the "classic" idea of a Werewolf, the man-beasts from The Brotherhood of the Night differ greatly.
Werewolves appear to be a humanoid creature with the characteristics of a large wolf. They are covered in brown or grey fur, have pointed ears and claws, and fangs. Unlike a wolf, Werewolves have yellow slitted eyes and a thick mane of hair around their head, giving them an almost-feline-like look. They are rarely found in small groups, preferring to hunt and travel in larger packs. A Werewolf attacks by biting and clawing, dealing 2d4 and 1d6 hit points respectively. They have enhanced sight and enhanced hearing, giving them an almost supernatural ability to track their prey.
However, the bite of a Werewolf does not pass along the lycanthropy curse. All Werewolves are created by their "pack leader," a powerful Werewolf who can create new Werewolves just by touching a victim. (If a Werewolf pack is randomly encountered, there is a 20% chance that the pack leader will be accompanying them, though there is a 60% chance he will be found in their lair.) This pack leader should be 2HD larger with a +2 bonus to hit. If he is able to grab and hold a victim, the victim should save versus stun attacks or be transformed into a Werewolf under the control of the pack leader. However, this condition can be broken and reversed upon exposure to a naturally occurring substance such as wolfsbane or the waters of an enchanted spring. It is left to the Mutant Lord to determine the antidote to the lycanthropy.
In the episode "The Brotherhood of the Night," the pack leader Zebon was trying to grow his pack large enough to capture and convert the wizard Infernus. Once the wizard was under his thrall, he planned to use his massive army (along with the wizard's power) to rule the world. Once Thundarr tossed him into a healing spring, he reverted to a wolf form rather than a human form, which could mean that he was a mutant wolf all along.
Mutations: enhanced sight, enhanced hearing
NOTE: This creature was inspired by the episode "The Brotherhood of the Night" from the Ruby Spears post-apocalyptic cartoon series "Thundarr the Barbarian." Stay tuned for more of Thundarr Thursday!
NOTE: This creature was inspired by the episode "The Brotherhood of the Night" from the Ruby Spears post-apocalyptic cartoon series "Thundarr the Barbarian." Stay tuned for more of Thundarr Thursday!
Keep the Thundar stuff coming!
ReplyDeleteWas it "Zebon" or "Zevon"? When I watched the DVD last week, I swore I must have heard an homage to he-who-sings-of-lycanthropic-Londoners!
ReplyDeleteThanks for writing these up!
ReplyDeleteThis was my favorite episode of the Cartoon. I heart werewolves.
ReplyDelete