Classification: Union // Open

Bestiary

458 records

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Classification: Union // Open Ref werewolf/creature/spirit/ooralath

Ooralath

Spirit · Werewolf

Werewolf

Ooralath prowl the desolate places of the Umbra, and where one is found, many more are just within a stone’s

throw. Mindless Banes for the most part, the Ooralath are nonetheless adept hunters. They almost always attack with the tactical advantage, outnumbering their prey and striking from cover. Even Garou packs must test their teamwork to the limit to resist an attack by the Hounds of the Wyrm.

Attributes

Strength 4, Dexterity 3, Stamina 3, Per­ ception 3, Intelligence 1, Wits 1

Abilities

Athletics 4, Brawl 4, Dodge 2, Primal-Urge 4 Rage 5, Gnosis 3, Willpower 7, Essence 15-50 Charms: Airt Sense, Armor (four soak dice, no Essence cost), Burrowing*, Embody* (cost: none, this Charm is permanent for the Ooralath)

*Burrowing: The Ooralath can tunnel through the ground, whether Umbral or physical, as if it were a fish through water. The cost is one Essence per turn.

*Embody: This is almost identical to the Materialize Charm, save that the spirit does not build a physical body; instead, the spirit may take on a “more suitable” combat form in the Umbra by spending Essence to build a body, just as if it were creating a physical form.

Image: The Ooralath are shaped something like bi­ pedal hounds, but run hunched over, like strange hunting dinosaurs. Their bodies are almost entirely composed of thick, serrated carapaces. When they run, the clacking of their claws and armor plates precedes them — they make no other sound.

Background

The Ooralath once had another name, but that name has been long lost. They were once devoted servants of the Weaver, but have been universally corrupted into Banes. Their near-mindless perseverance, once the trait that allowed them to accomplish great works, is now their most fearsome trait. Once a pack of Ooralath has scented its prey, nothing short of total destruction will slow it. The process of corruption has had an interesting side effect on the Ooralath — their Weaver nature has been changed into static physical forms in the Umbra. They cannot Materialize, but if dragged into the physical world by other means, their forms are as physical as any mortal’s.

Storytelling Notes: The Ooralath are implacable, vir­ tually mindless hunters. Although they have no individual creativity or cleverness among them, the hive-mind that each pack shares makes them brutally efficient, and their pack tactics can embarrass (or exterminate) disorganized werewolf packs. Garou facing down the Ooralath had better learn the value of strength in unity, or the Hounds of the Wyrm will tear them to shreds.

The Ooralath are especially fond of preying on lone travelers, and have a decided taste for Net-Spiders. They remain hidden within the ground, then burst forth simul­ taneously, falling on their prey and ripping it to shreds.

See also 10

Abilities & Attributes

Bestiary

  • Hounds vampire/creature/ghoul/hounds

Gifts

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