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#killing biting clawing rending etc
izzyspussy · 1 year
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am i the only one who thinks it's incredibly presumptuous and rude and other such things to add on a new ending to an artist's work on here and say you "fixed it". no bitch, you didn't know how to read it and made that op's problem. make your own fucking post lol.
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demongirl99 · 4 years
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Type: Arctogriff
Species: Grýphōn/Griffon
Other Names: Árktogriff (Greek), Owlbear, Bearowl, U.gu.gu-yo.nv (Cherokee), Mui'ngu'gu'gwes (Mi'kmaq), Kuma-fukurou (Japanese), etc.
Location: Arctogriffs can be found in all of North America, curtain parts of Europe such as Greece and parts of Asia such as Japan
Coloration: Feathers and fur range from dark browns, light browns, grays, whites, blacks, and tans and yellow eyes
Size: 8'0" feet (adult), 1'0" to 2'0" feet (young)
Weight: 1,500 pounds (adult), 1 to 10 pounds (young)
Language: Human (understands but can't speak it), Goblinoid (understands it but can't speak it), Hitlambe (understands it but can't speak it)
Personality: Silent, strong-willed, unpredictable, ferocious, and territorial. Arctogriffs are fierce hunters that stalk their prey from the night as catching these great beasts is much difficult during the night than day. Some monsters such as orcs tame arctogriffs and use them as mounts as a sign of high status in orc tribes
Abilities: Arctogriffs, being seen as nocturnal cousins to griffons, have similar attitudes but share their behaviors more with actual bears and owls than the griffon sharing their attitudes with lions and eagles:
Night-vision: Arctogriffs have excellent sight, more so when its pitch black
Nocturnal Hunter: Arctogriffs are nocturnal hunters similar to their mundane owl counterparts and in turn can hunt for prey in the dark just as easy as diurnal animals can hunt/forge for food during the day
Silent Flyer: Similar to the wings of an owl, Arctogriffs can fly through the air silently without being noticed by other creatures despite having large bear bodies
Nose Blind: Owls have horrible sense of smell, as seen as owls can consume the flesh of skunks. In turn its no surprise that Arctogriffs can consume the flesh of foul smelling things such as rotten meat but that also means they can't pick up the smell of intruders if they can't see them
Terror Screech: Arctogriffs can emit a terrifying screech that can cause panic into animals such as cattle, sheep, deer, squirrels, dogs, etc. in order to pick off prey
Rending Claws: Bears and owls have long sharp claws to tear and hold onto prey, arctogriffs are no different as their claws can latch onto prey and tear them to shreds in minutes
Death Hug: Like bears, arctogriffs can stand on their hind legs and grab a hold of their target in order to "hug" them, as in crush them in their grasp before either killing them outright or getting swallowed whole by the beast
Swallow Whole: Once the arctogriff's prey is caught in it's death hug, the beast can bite down onto the poor creature and swallow it whole where it can digest it and hack up pellets of the creature afterword but this only works if the prey in question is small enough for it to swallow
Info: Arctogriffs are a nocturnal breed of griffon found mostly in North America as they make their homes in heavily forested and mountain areas across the West hunting for large food and scouting their territory. The Mystery Kids encounter a family of Arctogriffs living in the rocky terran in Gravity Falls and neighbors of the Multi-Bear whom they befriended. Some hunters managed to capture some arctogriff chicks but with the kids help managed to save them from being killed and stuffed as trophies
P.S. The arctogriff is my version of the owlbear from D&D, I always saw it as a type of griffon species that for some reason wasn't fully fleshed out but here I wanted to give it more meat
Arctogriff (c) me
Owlbear (c) Wizards of the Coasts, Dungeons and Dragons
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samgamble · 3 years
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#Werewolf101 #CrescentEclipsePack
​Werewolves are demihumans who are granted superhuman abilities by their lycanthropy. Werewolves’ powers and abilities are enhanced and are at their peak during time under a full moon, but somewhat increase as they age. When angered, these abilities are temporarily enhanced. Even in human form they appear to possess all of these abilities, though not as powerful as other supernatural creatures. Some werewolves have shown the ability to sense illness and, in one case, the onset of an epileptic seizure. This seems to be due to a combination of their “Heightened Senses” working in concert on a subconscious level.
#WolfForm - Once a werewolf genes has awakened, the human form will transform in to a wolf under a full moon, when being angered to the point that the temper will force them to shift or by their own will. The first transformation is quite slow and the person is subjected to at least five hours of intense pain before transforming. After the first transformation it will get faster and hurt less with every shift. During the transformation, the body of the person is twisted in an unnatural manner as bones reshape and shift to form a wolf skeleton, causing the person immense pain. After the first transformation the werewolf will experience muscle aches. Most werewolves have a trigger that makes them transform. For example, if a werewolf is in human form and it gets too hyper, it will transform. Other triggers are: getting too angry, getting hurt, getting too much adrenaline, or to protect something or someone. #SuperhumanStrength - The werewolf possesses superhuman strength. Their wolf form is more powerful and they are capable of lifting at 1 ton. Their strength also extends into the muscles of their legs, allowing them to leap, from a crouch, roughly 18 feet into the air. Their strength is somewhat weaker than that of a vampires. However, consuming vampire blood increases their strength to the point were they can prove a challenge to a 1,100 year old vampire. #SuperhumanSpeed - Werewolves can run and move faster than any non-supernatural creature and run at an extremely high speed, which causes them to become almost invisible to the naked eye to perceive their movements when they are sprinting or moving at full speed. Their speed is equivalent to that of a vampire. #SuperhumanStamina - The werewolf’s musculature produces less fatigue toxins during physical activity than the musculature of an ordinary human, granting him superhuman levels of stamina. They can exert themselves at peak capacity for several hours before fatigue begins to impair them. #SuperhumanAgility - A werewolf’s agility, balance, and bodily coordination are enhanced to levels that are beyond the natural physical limits of even the finest human athlete. They can move, jump, climb, and run incredibly fast without difficulty or exhaustion. #SuperhumanDurability - A werewolf’s body is physically tougher and more resistant to injury than the body of a normal human. They cannot be harmed by conventional weapons, as ordinary firearms and blades seem to do little more than annoy the beast. Only a silver bullet/blade or weapons intoxicated by wolfsbane can harm or kill a werewolf. #HeightenedSenses - The werewolf has superhumanly the acute senses of sight, smell, and hearing similar to those of an actual wolf. They can see part of the infrared spectrum and thus detect the heat signatures of objects or people in total darkness. They can smell other living creatures within 100 feet (when upwind) and follow a scent over nearly any terrain. They can hear the sound of a heartbeat in a cave at a distance of 30 feet. #ClawsAndTeeth - The werewolf’s claws and teeth are extremely sharp and tough, enabling them to rend through a variety of substances including fabric, wood, cinder block, and even some metals. #InfectiousBite - Werewolves venomous bite is fatal to a vampire. The bite wound will begin to appear infected and will hurt when touched. The infection will spread throughout the body, producing unbearable pain. The vampire will have uncontrollable hunger, and will eventually develop delusions, hallucinations, rabid rage, and dementia before finally dying. #LieDetection - Werewolves are able to sense if you’re lying or not. #Empathy - Being that werewolves’ senses being so strong, they developed the ability to sense other’s emotions through touch. With time this power grows stronger, this is used to sense a person’s true intentions and if they are lying or not. At first this ability can be very annoying and hard to control, sensing everyone’s emotions without meaning to. This ability can also be developed enough to absorb pain from someone. #Telepathy - Alpha’s possess a more advanced form of this power which is known as telepathy the ability to read minds. They also manifest this through touch, they not only sense the emotions they can also hear their thoughts. Though in wolf form, all members of one pack can communicate through their minds with each other but not with pack members of a foreign pack. Only Alpha’s can communicate past the pack bounds. #Longevity - Once a werewolf reaches maturity, their aging stops and they enter a state of virtual immortality in which they are exempt from physical old age and have an infinite lifespan. #HealingFactor - Werewolves is capable of regenerating damaged or destroyed areas of their body with much greater speed and efficiency than an ordinary human. Injuries that result in massive tissue damage such as bullet wounds, slashes, punctures, blunt force trauma, and severe burns heal completely, without so much as a scar, in a short amount of time. Their ability to heal is at least 10 times that of a human. #Silver - Many modern werewolves are also supposedly immune to damage caused by ordinary weapons, being vulnerable only to silver objects (usually a bullet or blade). This negative reaction to silver is sometimes so strong that the mere touch of the metal on a werewolf’s skin will cause burns. #Aconite - Wolfsbane (a highly toxic member of the genus aconitum, also known as aconite or monkshood) was thought to have anti-evil properties against Werewolves, and shapeshifters for centuries, and is used in the same manner as garlic. A concoction derived from the roots of the plant was often used to wash bite wounds from wild or venomous animals, and so perhaps this is where wolfsbane derived its supposed ability to cure people of lycanthropy or other supernatural afflictions. #BrokenNeck - By breaking a werewolf’s neck, it results in instant death. #Magic - Witches are able to curse and inflict supernaturals aneurysms that cause the blood vessels of werewolves to explode. #HeartExtraction - If the heart of a werewolf is removed , it will cause instant death. #Decapitation - The act of dismembering or removing the head of a werewolf will result in death. #LunarCycle - A common belief throughout all folklore and myth is that all werewolves are forced to shift during the cycle of the full moon, to some this is a gift, others a curse. Though this is true, they can also change by will at any other day. #Mortality - Because werewolves are still human for most of the month, they share many of the same weaknesses as non-supernatural beings (e.g. age, fire, drowning, extreme loss of blood, suffocation, etc.) Although, it is very difficult to kill a werewolf thanks to their accelerated healing and endurance. Also, werewolves seem to be resistant to most diseases.
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ani-initiative-blog · 6 years
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Playable Races
Andalite
1D8 HP
+4 AC
Tail Strike: 1D6 + STR piercing
Tail Slash: 1D8 + DEX slashing
Kick: 1D6 + DEX slashing
Subdual Strike: STR
1D6 Skill + INT MOD
Proficiency to DEX + INT
40ft Base Speed/10ft Swimming
+2 INT, -2 CHA
Trained in: Gather Info, Technology, Knowledge
-Andalites can roll for Tech Usage untrained/alien without Disadvantage
-Andalites are at Disadvantage for social based rolls involving all races (except other Andalites)
-An Andalite may sacrifice all other actions in a round in order to use TAIL STRIKE twice rapid fire on the same target. They must be in their natural form and can do nothing else that round. This is altered when the Andalite regularly gets two attacks due to their level. It then becomes Advantage on attacks with 2D6 + STR piercing damage.
-Andalites are able to gain the Morphing Ability.
-Andalites may take the following Feats as Natural Form Feats: Charge, Exploit, Gentle Touch, Hamstring, Preferred Enemy (Yeerk, Taxxon, or Taxxon Controller), Running Attack
       Arn
1D6 HP
+4 AC
Piercing Claw: 1D4 + STR Piercing
1D6 Skill + INT MOD
Proficiency to INT + WIS
20ft Base Speed/10ft Swimming/60ft Flying
+2 INT, -2 CON
Trained in: Perception, Gather Info, Medicine
-Arn may make a Medical roll on any race without Disadvantage.
-Arn are at Disadvantage with all vehicle operation.
-With their innate biological knowledge an Arn (in it’s natural form) may make called shots without Disadvantage. If the hit is successful it acts as a Critical Hit. They must declare a called shot before rolling to attack. They may do this once per long rest.
-Arn are able to gain the Morphing Ability.
-Arn may take the following Feats as Natural form Feats: Called Shot, Deft Hands, Detect Purity, DiveBomb, Fly-By Attack, Threatened
           Chee
1D12 HP
+4 AC & Resistant to all damage
Subdual Strike: 1D12 + STR Bludgeoning On a hit the Target must make a CON Save VS Stun for one round. DC Chee’s STR Score.
Bite: 1D6 + STR crushing
1D8 Skill + INT MOD
Proficiency to INT + STR
30ft Base Speed/30ft Swimming
+2 INT, -2 WIS
Trained in: Athletics, Craft, Knowledge
-Chee may make any STR based roll (except attack rolls) at Advantage.
-Chee must make a CON Save before and after any act of violence due to risk of Stupor—DC is based upon the act itself and as such there are no set rules. Stupor lasts 2 full rounds during which time the Chee cannot act. Once Stupor ends the Chee is at Disadvantage to all rolls intended to cause harm until they take a long rest.
-During combat if a Chee kills an opponent they may advance to the nearest enemy. They may do this multiple times in one round if they kill their targets with one hit. Each attack does risk Stupor.
-Chee are not able to gain the Morphing Ability.
-Chee may take the following Feats as Natural Form Feats: Absorb, Appeasement, Blind, Camoflage, Deafen, Feign Death, Gentle Touch, Hold Person, Taunt
       Gedd
1D6 HP
+2 AC
Unarmed Strike: 1D4 + STR
1D4 Skill + INT MOD
Proficiency to STR + CON
25ft Base speed/20ft Swimming
-2 DEX, +2 CON
Trained in: Athletics, Perception, Gather Info
-Gedd are able to make any CON roll (save attack rolls) without Disadvantage.
-Gedd are always at Disadvantage when trying to verbally communicate with anything other than another Gedd.
-Gedd are immune to all poisons, toxins, etc and do not take any damage from attacks that deal damage over time such as bleeds. This does mean they do not have to make rolls to resist these damages.
-Gedd are able to gain the Morphing Ability.
-Gedd may take the following Feats as Natural Form Feats: Absorb, Break, Rage, Reckless Attack, Taunt
           Hork-Bajir
1D10 HP
+4 AC
Blade Slash (arm or leg): 1D8 + STR Slashing
Tail Strike: 1D6 + STR Slashing. On a hit the target must make a DEX Save VS Prone for one round. DC Hork-Bajir’s STR score.
Bite: 1D4 + STR crushing or STR piercing
1D4 Skill + INT MOD
Proficiency with DEX + STR
25ft Base speed/15ft Swimming/35ft Climbing
+2 DEX, -2 INT
Trained in: Athletics, Acrobatics, Perception
-Hork-Bajir get Advantage on all DEX based rolls (except attack rolls) when in trees.
-Hork-Bajir are always at Disadvantage with social rolls involving all other races.
-Hork-Bajir heal incredibly fast. If hit in a round of combat at the end of that round they may heal a number of HP equal to their CON MOD if in their natural form. This cannot exceed their maximum HP and extra HP are simply lost. It can stabilize but not revive them if they drop below 0. If they do drop below 0 they can only return to a maximum of their Bloodied state and no further healing of this type can occur until they take a long rest.
-Hork-Bajir are able to gain the Morphing Ability.
-Hork-Bajir may take the following Feats as Natural Form Feats: Absorb, Break, Favored Terrain, Menacing Presence, Reckless Attack, Rend, Taunt
      Howlers
1D12 HP
+4 AC Resistant to Fire/Sonic/Slashing/Piercing Damage
Claw Strike: 1D8 + STR Slashing
Howl: Must spend a round to charge. Must roll a D6 after usage and only a 6 recharges. 1D12 + CON sonic damage. Howler may chose to Deafen, Stun, or Fear and all hit targets must make a CON Save DC for all is Howler’s CON Score + MOD.
1D4 Skill + INT
Proficiency with DEX + STR
25ft Base speed/15ft Swim
+2 STR, -4 WIS
Trained in: Acrobatics, Athletics, Perception
-Howlers never have Disadvantage on STR or DEX rolls (except attack.)
-Howlers are always at Disadvantage with INT based rolls.
-Howlers may OUTRAGE as a free action. This grants them +2 damage and they do not suffer from the effects of Bloodied. They do not stop until they are dead. They may do this once per day and it lasts a number of rounds equal to their CON MOD. It cannot be removed and must run its course which means in the event all enemies are killed but time still remains the Howler may attack friends. They must make an INT save or they will attack anyone nearby—a successful save means they will simply take out their aggression on nearby inanimate objects.
-Howlers are constantly communicating with other Howlers. This will grant them applicable INT and WIS bonuses to situations if other Howlers have experience.
-Howlers are not able to gain the Morphing Ability.
-Howlers may take the following Feats as Natural Form Feats: Ambush Predator, Deafen, Disorient, Reckless Attack, Rend, Running Attack, Taunt, Tracking
  Humans
1D8 HP
+4 AC
Unarmed: 1D4 + STR
1D8 Skill + INT
Proficiency with INT + CHA
25ft Base speed/15ft Swimming
+2 CHA, +2 INT
Trained in: Gather Info, Social, Technology
-Unless sleeping/unconscious or otherwise specifically prone, Humans cannot be surprised.
-Humans are at Disadvantage with all alien technology unless they specifically take time to study with someone trained.
-Humans go first (in initiative order) for the first round of combat, defaulting to full initiative order for the rest of combat.
-Humans can gain the Morphing Ability.
             Iskoort
1D6 HP
+2 AC
Unarmed: 1D4 + STR
1D6 Skill + INT
Proficient with INT + CHA
20ft Base speed/10ft Swimming
+2 CHA, -2 CON
Trained in: Gather Info, Social, Technology
-Iskoort gain Advantage on all social rolls.
-Iskoort are at a Disadvantage on all CON based rolls.
-All Iskoort can CONFOUND a single target. Through one-on-one talk designed to confuse and disorient a target the Iskoort puts them at a Disadvantage trigger—meaning at any point if the Iskoort is within hearing range of the target they may start talking again and confuse the target so much that a Disadvantage will apply to whatever it is they are rolling. This completely negates all Racial effects. A WIS save DC the Iskoort’s CHA Score + MOD.
-Castes each Iskoort must be sorted into a Caste. They get additional bonuses for their Caste.
    -Warcaste: Unarmed strike damage increased to 1D6. Additional trained skills are athletics and perception. They may make one additional attack to any enemy within range if they kill a target. They may do this a number of times per day equal to their CON MOD.
    -Entertaincaste: 1s on performance rolls are re-rolled. Additional trained skills are craft and perform. They may attempt to distract a target for one round, causing them to lose all their actions that round. Target must make a WIS save DC Iskoort’s CHA Score + MOD.
    -Sellcaste: Can roll without Disadvantage to figure out how to use alien items (only applies to weapons and mundane items). Additional trained skills are decipher script and appraise. They may ‘attack’ a weapon to attempt to break it during combat at no disadvantage.
    -Sciencaste: Can attempt to perform medically on alien races without Disadvantage once spending at least an hour with them. Additional trained skills are tech and medicine. If the Iskoort’s Critical hit on an opponent does not kill them they may immediately make another regular attack.
-Once every three days the Iskoort must spend three hours under Kandrona Rays. They may not use this time to do anything other than soak up rays.
-Iskoort can not gain the Morphing Ability.
-Iskoort may take the following Feats as Natural Form Feats: Appeasement, Break, Called Shot, Reflexes, Threatened, Tracking
                    Leeran
1D8 HP
+2 AC Resistant to Psychic Damage
Unarmed Strike: 1D4 + STR
1D6 Skill + INT
Proficient with STR and WIS
20ft Base speed/60ft Swimming
+2 WIS, -2 DEX
Trained in: Perception, Athletics, Craft
-Leeran are able to read minds of all creatures within 10ft of themselves. If the target knows about this ability they may make a CON save VS the Leeran’s INT Score + MOD. On a fail the Leeran may essentially read one true, current thought from the target. Target’s who do not know about this ability get no save.
-Leeran are at a Disadvantage on all social based rolls dealing with any creature who knows about their psychic ability due to suspicion.
-Leeran can regenerate limbs. They may roll a percentile any time a limb is severed and have a 50% chance to regenerate immediately. If they fail the limb regenerates after a long rest.
-Leeran give allies in combat a +2 morale bonus to attack rolls.
-Leeran are able to gain the Morphing Ability.
-Leeran may take the following Feats as Natural Form Feats: Danger Sense, Gentle Touch, Rapid Healing, Swimp Champ, Taunt, Threatened, Tracking
      Mercora
1D10 HP
+4 AC Resistant to Piercing/Slashing/Crushing Damage
Big Claw: 1D8 + STR
Little Pinch: 1D4 + STR
1D4 Skill + INT
Proficient with INT + WIS
20ft Base speed/20ft Swimming
+2 INT, -2 DEX
Trained in: Craft, Tech, Medicine
-Mercora do not roll at Disadvantage when healing other races.
-Mercora are always at Disadvantage with DEX rolls (except attack).
-During combat a Mercora can use their action to use one of two types of Forcefields. They can do this 5 times per long rest.
    -Shield: Effects one ally. The ally gets a bonus to their AC equal to the casting Mercora’s INT MOD. This lasts until the ally is hit.
    -Barrier: Effects up to six allies. This effect ends if an ally inside makes an attack. This barrier has HP equal to the casting Mercora’s INT score. Once that total has been reached the barrier dissolves. Allies can leave the protection of the barrier to attack but cannot re-enter.
-Mercora cannot gain the Morphing Ability.
-Mercora may take the following Feats as Natural Form Feats: Absorb, Appeasement, Burrow, Gentle Touch, Hamstring, Hold Person, Taunt, Threatened
     Nartec
1D8 HP
+4 AC
Slap: 1D4 + STR Slashing
1D6 Skill + INT
Proficient with DEX + INT
20ft Base speed/30ft Swimming
+2 DEX, -2 CON
Trained in: Acrobatics, Perception, Tech
-Nartec can use any weapon after spending thirty minutes with it.
-Nartec rests are double regular length making short rests 8 hours and long rests 16 hours.
-Nartec may chose to use DEX or STR for any attack.
-Nartec can not gain the Morphing Ability.
-Nartec may take the following Feats as Natural Form Feats: Break, Dasher & Dancer (in water only), Exploit, Night Rider, Reckless Attack, Swim Champ,
            Taxxon
1D10 HP
+2 AC
Claw: 1D4 + STR Piercing
Bite: 1D8 + STR Crushing
1D4 Skill + INT
Proficient with CON + STR
20ft Base Speed/30ft Swimming
+2 CON, -2 WIS
Trained in: Perception, Tech, Vehicle
-Taxxon heal 1D4 each time they eat something, even in combat, however this uses their full round.
-Taxxon must make a CON save every time blood is spilled near them or they will be engulfed by hunger. DC is based upon scenario and should be difficult. If failed the Taxxon must spend every round until they make the save eating. A Taxxon only needs to make this save when an injury is made initially and do not need to make consecutive saves for the same injury unless they fail the initial save.
-Taxxons may at will/or upon a failed CON save as above if the DC is missed by half or more, enter a FEEDING FRENZY. They gain +4 to STR and may make one additional attack per turn provided it is a Bite attack. In this state they will attack whatever is closest to them including friends. Each FEEDING FRENZY lasts a number of rounds equal to the Taxxon’s CON MOD.
-Taxxon can gain the Morphing Ability.
-Taxxon may take the following Feats as Natural Form Feats: Absorb, Ambush Predator, Burrow, Charge, Claw Claw Bite, Exploit, Frenzy, Prey Drive, Reckless Attack, Rend, Tracking
    Yeerk
1D4 HP
+8 AC Resistant to Bludgeoning/Crushing
No unarmed attack as they are essentially helpless
1D8 Skill + INT
Proficient with INT + CON
10ft Base speed/20ft Swimming
+2 INT, -4 STR
Trained in: Social, Tech, Vehicle
-In their natural state Yeerks get next-to-nothing. Their ability to take over other creatures is their sole ability. Once in control of another creature they have all that creature’s abilities available to them.
-Yeerks can gain the Morphing Ability.
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unholyseattle · 3 years
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Werewolf - also known as a lycanthrope- is a legendary creature that is said to have originated from European folklore. It is a human being that has the ability to alter its form into a wolf-like animal typically when there is a full moon, gaining unnatural strength and enhanced senses through its transformation. Over the centuries, these creatures have been described in various ways, though the most common physical description of these beings is that of a humanoid creature with lupine features: hair all over the body, pointed ears, piercing eyes, a canine muzzle, and clawed digits on both hands and feet. Werewolves are also described as being capable of moving about either on two legs or on all fours with ease.
This transformation is often associated with the appearance of the full moon.
The user gains the traits of werewolves, most obvious being ability to change into a wolf with the natural characteristics inherent to both wolves and humans, including senses, stamina, agility, etc. In addition werewolves are often attributed strength and speed far beyond those of wolves or men and may have them in lesser amount even when untransformed.
Other than this, details vary considerably: some are limited to single form which ranges from completely animal to man-wolf (humanoid with fur, claws and fangs); some can shift between human, wolf-man (humanoid wolf) and pure wolf; while others are able to choose to what extent they want to change, including what parts. Their wolf-form may be completely natural wolf in form, something resembling a Dire Wolf, or even something directly from the darkest dredges of human fear for wolves. Although some wolf instinct is likely to influence a werewolf in transformed state, this varies from completely animal mind to perfectly aware human, even to the stereotypical monster lusting for blood.
Strengths
Shapeshifting - The cursed human can transform himself or herself into a werewolf on a full moon. During a full moon, however, they change involuntarily, lose their cognitive abilities, and looks more like a wolf than a human.
Superhuman Strength - Werewolves are one of the strongest supernatural creatures ever to exist. one of the werewolves greatest aspects is it’s unmatched strength, as it can destroy anything in it’s path. it can lift up to 60 tons and easily break through a steel barrier. the leg muscles allow it to jump far distances, from continent to continent.
Superhuman Speed - Werewolves can run and move faster than any supernatural creature and run at an extremely high speed reaching 500 - 700 miles per hour, which causes them to become almost invisible to the naked eye to perceive their movements when they are sprinting or moving at full speed. Their speed is much greater than that of a vampire.
Superhuman Stamina - The werewolf’s musculature produces less fatigue toxins during physical activity than the musculature of an ordinary human, granting him superhuman levels of stamina. They can exert themselves at peak capacity for several hours before fatigue begins to impair them.
Superhuman Agility -  A werewolf’s agility, balance, and bodily coordination are enhanced to levels that are beyond the natural physical limits of even the finest human athlete. They can move, jump, climb, and run incredibly fast without difficulty or exhaustion.
Superhuman Durability - A werewolf’s body is physically tougher and more resistant to injury than the body of a super human. They cannot be harmed by conventional weapons, as ordinary firearms and blades seem to do little more than annoy the beast. Only a silver bullet or blade can harm a werewolf.
Heightened Senses - The werewolf has superhumanly the acute senses of sight, smell, and hearing similar to those of an actual wolf. They can see part of the infrared spectrum and thus detect the heat signatures of objects or people in total darkness. They can smell other living creatures over 2000 miles and continents (when upwind) and follow a scent over any terrain. They can hear the sound of a heartbeat in a distance of 100000 miles and countries away. In order for the werewolf to gain these abilities they have to reach the age of eleven.
Claws and Teeth - The werewolf’s claws and teeth are extremely sharp and tough, enabling them to rend through a variety of substances including fabric, wood, cinder block, and even metals such as titanium. Werewolves can also use their claws to crawl along walls at great speed in pursuit of prey.
Empathy - Being that werewolves’ senses being so strong, they developed the ability to sense other’s emotions through touch. With time this power grows stronger, this is used to sense a person’s true intentions and if they are lying or not. At first this ability can be very annoying and hard to control, sensing everyone’s emotions without meaning to. This ability can also be developed enough to absorb pain from someone.
Telepathy - Alpha’s possess a more advanced form of this power which is known as telepathy the ability to read minds and control them. They also manifest this through touch, they not only sense the emotions they can also hear their thoughts. At first Alphas were believed to only have this, but it was discovered that Zetas also have this ability too, making them the communications of the pack.
Healing Factor - Werewolves are capable of regenerating damaged or destroyed areas of their body with much greater speed and efficiency than an ordinary human. Injuries that result in massive tissue damage such as bullet wounds, slashes, punctures, blunt force trauma, and severe burns heal completely, without so much as a scar, in a short amount of time instantly. Their ability to heal is at least infinity times that of a human.
Weaknesses
Silver - Many modern werewolves are also supposedly immune to damage caused by ordinary weapons, being vulnerable only to silver objects (usually a bullet or blade). This negative reaction to silver is sometimes so strong that the mere touch of the metal on a werewolf’s skin will cause burns.
Aconite - Wolfsbane (a highly toxic member of the genus aconitum, also known as aconite or monkshood) was thought to have anti-evil properties against Werewolves, and shapeshifters for centuries, and is used in the same manner as garlic. A concoction derived from the roots of the plant was often used to wash bite wounds from wild or venomous animals, and so perhaps this is where wolfsbane derived its supposed ability to cure people of lycanthropy or other supernatural afflictions.
Semi-Mortality - Because werewolves are still human for most of the month, they share many of the same weaknesses as non-supernatural beings (e.g. fire, drowning, suffocation, etc.) Although, it is very difficult to kill a werewolf thanks to their accelerated healing and endurance. Also, werewolves seem to be resistant to disease.
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