Lycanthrope click to see monster

Lycanthropes are humanoids or giants who can transform themselves into animals. In its natural form, a lycanthrope looks like any other members of its kind, though natural lycanthropes and those who have been afflicted for a long time tend to have or acquire features reminiscent of their animal forms. In animal form, a lycanthrope resembles a powerful version of the normal animal, but on close inspection, its eyes (which often glow red in the dark) show a faint spark of unnatural intelligence.

Lycanthropy can be spread like a disease. Sometimes a lycanthrope begins life as a normal humanoid or giant who subsequently contracts lycanthropy after being wounded by a lycanthrope. Such a creature is called an afflicted lycanthrope. Other lycanthropes are born as lycanthropes, and are known as natural lycanthropes.

Combat

A lycanthrope in its humanoid (or giant) form uses whatever tactics and weapons are favored by others of its kind, though it tends to be slightly more aggressive. A lycanthrope possesses the senses of its animal form, including scent and low-light vision, and it has a deep empathy for (and ability to communicate with) animals of its animal form. An afflicted lycanthrope damaged in combat may be overwhelmed by rage, causing it to change to its animal form involuntarily.

A lycanthrope in animal form fights like the animal it resembles, although its bite carries the disease of lycanthropy. It is preternaturally cunning and strong, and possesses damage reduction that is overcome only by silvered weapons.

Finally, a natural lycanthrope (or an afflicted lycanthrope that has become aware of its affliction) can assume a hybrid form that is a mix of its humanoid and animal forms. A hybrid has hands and can use weapons, but it can also attack with its teeth and claws. A hybrid can spread lycanthropy with its bite, and it has the same damage reduction that its animal form possesses.

Werebear

Werebear, Human Form Werebear, Bear Form Werebear, Hybrid Form
Size/Type: Medium Humanoid (Human, Shapechanger) Large Humanoid (Human, Shapechanger) Large Humanoid (Human, Shapechanger)
Hit Dice: 1d8+1 plus 6d8+30 (62 hp) 1d8+1 plus 6d8+30 (62 hp) 1d8+1 plus 6d8+30 (62 hp)
Initiative: +0 +1 +1
Speed: 30 ft. (6 squares) 40 ft. (8 squares) 30 ft. (6 squares)
Armor Class: 15 (+2 natural, +3 studded leather armor), touch 10, flat-footed 15 17 (-1 size, +1 Dex, +7 natural), touch 10, flat-footed 16 17 (-1 size, +1 Dex, +7 natural), touch 10, flat-footed 16
Base Attack/Grapple: +5/+6 +5/+18 +5/+18
Attack: Greataxe +6 melee (1d12+1/×3) or throwing axe +5 ranged (1d6+1) Claw +13 melee (1d8+9) Greataxe +11 melee (1d12+13/×3); or claw +13 melee (1d6+9)
Full Attack: Greataxe +6 melee (1d12+1/×3) or throwing axe +5 ranged (1d6+1) 2 claws +13 melee (1d8+9) and bite +11 melee (2d6+4) Claw +13 melee (1d6+9) and greataxe +9 melee (1d12+4/×3) and bite +11 melee (1d8+4) or 2 claws +13 melee (1d6+9) and bite +11 melee (1d8+4)
Space/Reach: 5 ft./5 ft. 10 ft./5 ft. 10 ft./10 ft.
Special Attacks: Improved grab, curse of lycanthropy Curse of lycanthropy
Special Qualities: Alternate form, bear empathy, low-light vision, scent Alternate form, bear empathy, damage reduction 10/silver, low-light vision, scent Alternate form, bear empathy, damage reduction 10/silver, low-light vision, scent
Saves: Fort +8, Ref +5, Will +4 Fort +12, Ref +6, Will +4 Fort +12, Ref +6, Will +4
Abilities: Str 13, Dex 11, Con 12, Int 10, Wis 11, Cha 8 Str 29, Dex 13, Con 20, Int 10, Wis 11, Cha 8 Str 29, Dex 13, Con 20, Int 10, Wis 11, Cha 8
Skills: Handle Animal +3, Listen +4, Spot +4, Swim +1 Handle Animal +3, Listen +4, Spot +4, Swim +13 Handle Animal +3, Listen +4, Spot +5, Swim +9
Feats: Endurance, Iron WillB, Multiattack, Power Attack, Run, TrackB (same as human form) (same as human form)
Environment: Cold forests Cold forests Cold forests
Organization: Solitary, pair, family (3-4), or troupe (2-4 plus 1-4 brown bears) (same as human form) (same as human form)
Challenge Rating: 5 5 5
Treasure: Standard Standard Standard
Alignment: Always lawful good Always lawful good Always lawful good
Advancement: By character class By character class By character class
Level Adjustment: +3 +3 +3

Werebears in humanoid form tend to be stout, well-muscled, and hairy. Their brown hair is thick, and males usually wear beards. They may have reddish, blond, ivory, or black hair, matching the color of the ursine form. They dress in simple cloth and leather garments that are easy to remove, repair, or replace

Combat

Werebears fight just as brown bears do in animal form. In humanoid or hybrid form, they favor large, heavy weapons such as greataxes or greatswords. The werebear’s greataxe is a Medium weapon, so it can wield the axe in one hand in hybrid form.

Alternate Form (Su)

A werebear can assume the form of a brown bear or a bear-humanoid hybrid.

Bear Empathy (Ex)

Communicate with bears and dire bears, and +4 racial bonus on Charisma-based checks against bears and dire bears.

Curse of Lycanthropy (Su)

Any humanoid or giant hit by a werebear’s bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.

Improved Grab (Ex)

To use this ability, a werebear must be in bear form and must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Skills

Werebears have a +4 racial bonus on Swim checks in any bear form.

The werebear presented here is a 1st-level human warrior and natural lycanthrope, using the following base ability scores: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.

Wereboar

Wereboar, Human Form Wereboar, Boar Form Wereboar, Hybrid Form
Size/Type: Medium Humanoid (Human, Shapechanger) Medium Humanoid (Human, Shapechanger) Medium Humanoid (Human, Shapechanger)
Hit Dice: 1d8+4 plus 3d8+12 (34 hp) 1d8+4 plus 3d8+12 (34 hp) 1d8+4 plus 3d8+12 (34 hp)
Initiative: +0 +0 +0
Speed: 20 ft. in scale mail (4 squares); base speed 30 ft. 40 ft. (8 squares) 30 ft. (6 squares)
Armor Class: 18 (+2 natural, +4 scale mail, +2 heavy shield), touch 10, flat-footed 18 18 (+8 natural), touch 10, flat-footed 18 18 (+8 natural), touch 10, flat-footed 18
Base Attack/Grapple: +3/+4 +3/+6 +3/+6
Attack: Battleaxe +4 melee (1d8+1/×3) or javelin +3 ranged (1d6+1) Gore +6 melee (1d8+4) Battleaxe +6 melee (1d8+4/×3) or claw +6 melee (1d4+3)
Full Attack: Battleaxe +4 melee (1d8+1/×3) or javelin +3 ranged (1d6+1) Gore +6 melee (1d8+4) Battleaxe +6 melee (1d8+4/×3) and gore +1 melee (1d6+1); or 2 claws +6 melee (1d4+3) and gore +1 melee (1d6+1)
Space/Reach: 5 ft./5 ft. 5 ft./5 ft. 5 ft./5 ft.
Special Attacks: Curse of lycanthropy Curse of lycanthropy
Special Qualities: Alternate form, boar empathy, ferocity, low-light vision, scent Alternate form, boar empathy, damage reduction 10/silver, ferocity, low-light vision, scent Alternate form, boar empathy, damage reduction 10/silver, ferocity, low-light vision, scent
Saves: Fort +6, Ref +3, Will +3 Fort +9, Ref +3, Will +3 Fort +9, Ref +3, Will +3
Abilities: Str 13, Dex 11, Con 12, Int 10, Wis 11, Cha 8 Str 17, Dex 11, Con 18, Int 10, Wis 11, Cha 8 Str 17, Dex 11, Con 18, Int 10, Wis 11, Cha 8
Skills: Handle Animal +3, Intimidate +3, Listen +5, Spot +4 Handle Animal +3, Intimidate +3, Listen +5, Spot +4 Handle Animal +3, Intimidate +3, Listen +5, Spot +4
Feats: AlertnessB, Improved Bull Rush, Iron WillB, Power Attack, Toughness (same as human form) (same as human form)
Environment: Temperate forests Temperate forests Temperate forests
Organization: Solitary, pair, brood (3-4), or troupe (2-4 plus 1-4 boars) (same as human form) (same as human form)
Challenge Rating: 4 4 4
Treasure: Standard Standard Standard
Alignment: Always neutral Always neutral Always neutral
Advancement: By character class By character class By character class
Level Adjustment: +3 +3 +3

A wereboar in humanoid form tends to be a stocky, muscular individual of average height. It dresses in simple garments that are easy to remove, repair, or replace.

Combat

In any form, wereboars are as ferocious as normal boars. When in hybrid form, they fight with a weapon and their dangerous gore attack.

Alternate Form (Su)

A wereboar can assume the form of a boar or a boar-humanoid hybrid.

Boar Empathy (Ex)

Communicate with boars and dire boars, and +4 racial bonus on Charisma-based checks against boars and dire boars.

Curse of Lycanthropy (Su)

Any humanoid or giant hit by the wereboar’s gore attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.

Ferocity (Ex)

A wereboar is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.

The wereboar presented here is a 1st-level human warrior and natural lycanthrope, using the following base ability scores: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.

Hill Giant Dire Wereboar

Hill Giant Dire Wereboar Giant Form Hill Giant Dire Wereboar Dire Boar Form Hill Giant Dire Wereboar Hybrid Boar Form
Size/Type: Large Giant (Shapechanger) Large Giant (Shapechanger) Large Giant (Shapechanger)
Hit Dice: 12d8+51 plus 7d8+49 (185 hp) 12d8+51 plus 7d8+49 (185 hp) 12d8+51 plus 7d8+49 (185 hp)
Initiative: -1 -1 -1
Speed: 30 ft. in hide armor (6 squares); base speed 40 ft. 40 ft. (8 squares) 40 ft. (8 squares)
Armor Class: 22 (-1 size, -1 Dex, +11 natural, +3 hide armor), touch 8, flat-footed 22 16 (-1 size, -1 Dex, +8 natural), touch 8, flat-footed 16 19 (-1 size, -1 Dex, +11 natural), touch 8, flat-footed 19
Base Attack/Grapple: +14/+25 +14/+33 +14/+33
Attack: Greatclub +21 melee (2d8+10) or slam +20 melee (1d4+7) or rock +12 ranged (2d6+7) Gore +28 melee (1d8+22) Greatclub +29 melee (2d8+22) or claw +28 melee (1d6+15)
Full Attack: Greatclub +21/+16/+11 melee (2d8+10) or 2 slams +20 melee (1d4+7) or rock +12 ranged (2d6+7) Gore +28 melee (1d8+22) Greatclub +29/+24/+19 melee (2d8+22) and gore +23 melee (1d8+7); or 2 claws +28 melee (1d6+15) and gore +23 melee (1d8+7)
Space/Reach: 10 ft./10 ft. 10 ft./5 ft. 10 ft./10 ft.
Special Attacks: Rock throwing Curse of lycanthropy Curse of lycanthropy
Special Qualities: Alternate form, boar empathy, ferocity, low-light vision, rock catching, scent Alternate form, boar empathy, damage reduction 10/silver, ferocity, low-light vision, scent Alternate form, boar empathy, damage reduction 10/silver, ferocity, low-light vision, scent
Saves: Fort +17, Ref +8, Will +12 Fort +20, Ref +8, Will +12 Fort +20, Ref +8, Will +12
Abilities: Str 25, Dex 8, Con 19, Int 6, Wis 12, Cha 7 Str 41, Dex 8, Con 25, Int 6, Wis 12, Cha 7 Str 41, Dex 8, Con 25, Int 6, Wis 12, Cha 7
Skills: Climb +10, Jump +10, Listen +10, Spot +12 Climb +18, Jump +22, Listen +10, Spot +12 Climb +18, Jump +22, Listen +10, Spot +12
Feats: AlertnessB, Cleave, Endurance, Improved Bull Rush, Improved Sunder, Iron WillB, Power Attack, Weapon Focus (greatclub) (same as giant form) (same as giant form)
Environment: Temperate hills Temperate hills Temperate hills
Organization: Solitary, pair, brood (3-4), or troupe (2-4 plus 1-4 dire boars) (same as giant form) (same as giant form)
Challenge Rating: 11 11 11
Treasure: Standard Standard Standard
Alignment: Always neutral Always neutral Always neutral
Advancement: By character class By character class By character class
Level Adjustment: +7 +7 +7

Dire wereboars in giant form look much like normal hill giants, though slightly stockier, and with coarser, stiffer hair and stiff. The dire wereboar described here is based on a hill giant and natural lycanthrope with normal ability scores for a hill giant.

Combat

Dire wereboars anger quickly. They usually begin a battle in giant form, then switch to hybrid form to take advantage of their immense strength in that shape. They like to use their Improved Bull Rush and Improved Sunder feats to shove opponents around and smash their weapons and shields.

Alternate Form (Su)

A dire wereboar can assume a bipedal hybrid form or the form of a dire boar.

Boar Empathy (Ex)

Communicate with boars and dire boars, and +4 racial bonus on Charisma-based checks against boars and dire boars.

Curse of Lycanthropy (Su)

Any humanoid or giant hit by a dire wereboar’s bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.

Ferocity (Ex)

A dire wereboar is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.

Wererat

Wererat, Human Form Wererat, Dire Rat Form Wererat, Hybrid Form
Size/Type: Medium Humanoid (Human, Shapechanger) Small Humanoid (Human, Shapechanger) Medium Humanoid (Human, Shapechanger)
Hit Dice: 1d8+1 plus 1d8+2 (12 hp) 1d8+1 plus 1d8+2 (12 hp) 1d8+1 plus 1d8+2 (12 hp)
Initiative: +0 +3 +3
Speed: 30 ft. (6 squares) 40 ft. (8 squares), climb 20 ft. 30 ft. (6 squares)
Armor Class: 15 (+2 natural, +2 leather, +1 buckler), touch 10, flat-footed 15 17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14 16 (+3 Dex, +3 natural), touch 13, flat-footed 13
Base Attack/Grapple: +1/+2 +1/-2 +1/+2
Attack: Rapier +2 melee (1d6+1/18-20) or light crossbow +1 ranged (1d8/19-20) Bite +6 melee (1d4+1 plus disease) Rapier +5 melee (1d6+1/18-20) or light crossbow +4 ranged (1d8/19-20)
Full Attack: Rapier +2 melee (1d6+1/18-20) or light crossbow +1 ranged (1d8/19-20) Bite +6 melee (1d4+1 plus disease) Rapier +4 melee (1d6+1/18-20) and bite -1 melee (1d6 plus disease); or light crossbow +4 ranged (1d8/19-20)
Space/Reach: 5 ft./5 ft. 5 ft./5 ft. 5 ft./5 ft.
Special Attacks: Curse of lycanthropy, disease Curse of lycanthropy, disease
Special Qualities: Alternate form, rat empathy, low-light vision, scent Alternate form, rat empathy, damage reduction 10/silver, low-light vision, scent Alternate form, rat empathy, damage reduction 10/silver, low-light vision, scent
Saves: Fort +5, Ref +2, Will +4 Fort +6, Ref +5, Will +4 Fort +6, Ref +5, Will +4
Abilities: Str 13, Dex 11, Con 12, Int 10, Wis 11, Cha 8 Str 13, Dex 17, Con 14, Int 10, Wis 11, Cha 8 Str 13, Dex 17, Con 14, Int 10, Wis 11, Cha 8
Skills: Climb +0, Handle Animal +3, Hide +1, Listen +4, Move Silently +0, Spot +4, Swim +9 Climb +11, Handle Animal +3, Hide +8, Listen +4, Move Silently +4, Spot +4, Swim +11 Climb +4, Handle Animal +3, Hide +5, Listen +4, Move Silently +4, Spot +4, Swim +9
Feats: Alertness, Dodge, Iron WillB, Weapon FinesseB (same as human form) (same as human form)
Environment: Any Any Any
Organization: Solitary, pair, pack (6-10), or troupe (2-5 plus 5-8 dire rats) (same as human form) (same as human form)
Challenge Rating: 2 2 2
Treasure: Standard Standard Standard
Alignment: Always lawful evil Always lawful evil Always lawful evil
Advancement: By character class By character class By character class
Level Adjustment: +3 +3 +3

A wererat in humanoid form tends to be a thin, wiry individual of shorter than average height. The eyes constantly dart around, and the nose and mouth may twitch if he or she is excited. Males often have thin, ragged mustaches.

Combat

In animal form, wererats avoid combat, preferring to use their dire rat shape for skulking and spying. In hybrid form, a wererat fights with a rapier and light crossbow.

Alternate Form (Su)

A wererat can assume a bipedal hybrid form or the form of a dire rat.

Curse of Lycanthropy (Su)

Any humanoid or giant hit by a wererat’s bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.

Disease (Ex)

Filth fever; bite, Fortitude DC 12, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based.

Rat Empathy (Ex)

Communicate with rats and dire rats, and +4 racial bonus on Charisma-based checks against rats and dire rats.

Skills

A wererat in rat or hybrid form uses its Dexterity modifier for Climb or Swim checks. It has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.

Wererats have a +8 racial bonus on Swim checks from their dire rat form.

Feats

Wererats gain Weapon Finesse as a bonus feat.

The wererat presented here is based on a 1st-level human warrior who is a natural lycanthrope, using the following base ability scores: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.

Weretiger

Weretiger, Human Form Weretiger, Tiger Form Weretiger, Hybrid Form
Size/Type: Medium Humanoid (Human, Shapechanger) Large Humanoid (Human, Shapechanger) Large Humanoid (Human, Shapechanger)
Hit Dice: 1d8+1 plus 6d8+18 (50 hp) 1d8+1 plus 6d8+18 (50 hp) 1d8+1 plus 6d8+18 (50 hp)
Initiative: +4 +6 +6
Speed: 20 ft. in breastplate (4 squares); base speed 30 ft. 40 ft. (8 squares) 30 ft. (6 squares)
Armor Class: 17 (+2 natural, +5 breastplate), touch 10, flat-footed 17 16 (-1 size, +2 Dex, +5 natural), touch 11, flat-footed 14 16 (-1 size, +2 Dex, +5 natural), touch 11, flat-footed 14
Base Attack/Grapple: +5/+6 +5/+16 +5/+16
Attack: Glaive +6 melee (1d10+1/×3) or composite longbow (+1 Str bonus) +5 ranged (1d8+1/×3) Claw +11 melee (1d8+7) Claw +11 melee (1d8+7)
Full Attack: Glaive +6 melee (1d10+1/×3) or composite longbow (+1 Str bonus) +5 ranged (1d8+1/×3) 2 claws +11 melee (1d8+7) and bite +6 melee (2d6+3) 2 claws +11 melee (1d8+7) and bite +6 melee (2d6+3)
Space/Reach: 5 ft./5 ft. (10 ft. with glaive) 10 ft./5 ft. 10 ft./10 ft.
Special Attacks: Pounce, improved grab, rake, curse of lycanthropy Curse of lycanthropy
Special Qualities: Alternate form, tiger empathy, low-light vision, scent Alternate form, tiger empathy, damage reduction 10/silver, low-light vision, scent Alternate form, tiger empathy, damage reduction 10/silver, low-light vision, scent
Saves: Fort +8, Ref +5, Will +4 Fort +10, Ref +7, Will +4 Fort +10, Ref +7, Will +4
Abilities: Str 13, Dex 11, Con 12, Int 10, Wis 11, Cha 8 Str 25, Dex 15, Con 16, Int 10, Wis 11, Cha 8 Str 25, Dex 15, Con 16, Int 10, Wis 11, Cha 8
Skills: Balance +0, Climb +1, Handle Animal +3, Hide +0, Listen +6, Move Silently +0, Spot +6 Balance +6, Climb +12, Handle Animal +3, Hide +2*, Listen +6, Move Silently +12, Spot +6 Balance +6, Climb +12, Handle Animal +3, Hide +2, Listen +6, Move Silently +12, Spot +6
Feats: AlertnessB, Combat Reflexes, Improved Initiative, Improved Natural Attack (bite, claw), Iron WillB (same as human form) (same as human form)
Environment: Warm forests Warm forests Warm forests
Organization: Solitary or pair (same as human form) (same as human form)
Challenge Rating: 5 5 5
Treasure: Standard Standard Standard
Alignment: Always neutral Always neutral Always neutral
Advancement: By character class By character class By character class
Level Adjustment: +3 +3 +3

Weretigers in humanoid form tend to be sleekly muscular, taller than average, and very agile.

Combat

Weretigers can assume a hybrid form as well as an animal form. In tiger form, they can pounce and grab just as normal tigers do. In hybrid form, they rely on their deadly claws.

Alternate Form (Su)

A weretiger can assume a bipedal hybrid form or the form of a tiger.

Curse of Lycanthropy (Su)

Any humanoid or giant hit by a weretiger’s bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.

Improved Grab (Ex)

To use this ability, a weretiger in tiger form must hit with a claw or bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

Pounce (Ex)

If a weretiger in tiger form charges an opponent, it can make a full attack, including two rake attacks.

Rake (Ex)

Attack bonus +9 melee, damage 1d8+3.

Tiger Empathy (Ex)

Communicate with tigers and dire tigers, and +4 racial bonus on Charisma-based checks against tigers and dire tigers.

Skills

In any form, weretigers have a +4 bonus on Balance, Hide, and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8 in the tiger form.

The weretiger presented here is a 1st-level human warrior and natural lycanthrope, using the following base ability scores: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.

Werewolf

Werewolf, Human Form Werewolf, Wolf Form Werewolf, Hybrid Form
Size/Type: Medium Humanoid (Human, Shapechanger) Medium Humanoid (Human, Shapechanger) Medium Humanoid (Human, Shapechanger)
Hit Dice: 1d8+1 plus 2d8+6 (20 hp) 1d8+1 plus 2d8+6 (20 hp) 1d8+1 plus 2d8+6 (20 hp)
Initiative: +4 +6 +6
Speed: 30 ft. (6 squares) 50 ft. (10 squares) 30 ft. (6 squares)
Armor Class: 17 (+2 natural, +4 chain shirt, +1 light shield), touch 10, flat-footed 17 16 (+2 Dex, +4 natural), touch 12, flat-footed 14 16 (+2 Dex, +4 natural), touch 12, flat-footed 14
Base Attack/Grapple: +2/+3 +2/+4 +2/+4
Attack: Longsword +3 melee (1d8+1/19-20) or light crossbow +2 ranged (1d8/19-20) Bite +5 melee (1d6+3) Claw +4 melee (1d4+2)
Full Attack: Longsword +3 melee (1d8+1/19-20) or light crossbow +2 ranged (1d8/19-20) Bite +5 melee (1d6+3) 2 claws +4 melee (1d4+2) and bite +0 melee (1d6+1)
Space/Reach: 5 ft./5 ft. 5 ft./5 ft. 5 ft./5 ft.
Special Attacks: Curse of lycanthropy, trip Curse of lycanthropy
Special Qualities: Alternate form, wolf empathy, low-light vision, scent Alternate form, wolf empathy, damage reduction 10/silver, low-light vision, scent Alternate form, wolf empathy, damage reduction 10/silver, low-light vision, scent
Saves: Fort +6, Ref +3, Will +2 Fort +8, Ref +5, Will +2 Fort +8 Ref +5, Will +2
Abilities: Str 13, Dex 11, Con 12, Int 10, Wis 11, Cha 8 Str 15, Dex 15, Con 16, Int 10, Wis 11, Cha 8 Str 15, Dex 15, Con 16, Int 10, Wis 11, Cha 8
Skills: Handle Animal +1, Hide +1, Listen +1, Move Silently +2, Spot +1, Survival +2 Handle Animal +1, Hide +6, Listen +1, Move Silently +6, Spot +1, Survival +2* Handle Animal +1, Hide +6, Listen +1, Move Silently +6, Spot +1, Survival +2*
Feats: Improved Initiative, Iron WillB, Stealthy, TrackB, Weapon Focus (bite) (same as human form) (same as human form)
Environment: Temperate forests Temperate forests Temperate forests
Organization: Solitary, pair, pack (6-10), or troupe (2-5 plus 5-8 wolves) (same as human form) (same as human form)
Challenge Rating: 3 3 3
Treasure: Standard Standard Standard
Alignment: Always chaotic evil Always chaotic evil Always chaotic evil
Advancement: By character class By character class By character class
Level Adjustment: +3 +3 +3

Werewolves in humanoid form have no distinguishing traits.

Combat

In wolf form, a werewolf can trip just as a normal wolf does. A werewolf in hybrid form usually dispenses with weapon attacks, though it can wield a weapon and use its bite as a secondary natural attack.

Alternate Form (Su)

A werewolf can assume a bipedal hybrid form or the form of a wolf.

Curse of Lycanthropy (Su)

Any humanoid or giant hit by a werewolf’s bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.

Trip (Ex)

A werewolf in animal form that hits with a bite attack can attempt to trip the opponent (+2 check modifier) as a free action without making a touch attack or provoking an attack of opportunity.

If the attempt fails, the opponent cannot react to trip the werewolf.

Wolf Empathy (Ex)

Communicate with wolves and dire wolves, and +4 racial bonus on Charisma-based checks against wolves and dire wolves.

Skills

*A werewolf in hybrid or wolf form gains a +4 racial bonus on Survival checks when tracking by scent.

The werewolf presented here is based on a 1st-level human warrior and natural lycanthrope, using the following base ability scores: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.

Werewolf Lord

Werewolf Lord, Human Form Werewolf Lord, Dire Wolf Form Werewolf Lord, Hybrid Form
Size/Type: Medium Humanoid (Human, Shapechanger) Large Humanoid (Human, Shapechanger) Large Humanoid (Human, Shapechanger)
Hit Dice: 10d10+20 plus 6d8+30 (132 hp) 10d10+20 plus 6d8+30 (132 hp) 10d10+20 plus 6d8+30 (132 hp)
Initiative: +2 +4 +4
Speed: 30 ft. (6 squares) 40 ft. (8 squares) 30 ft. (6 squares)
Armor Class: 26 (+2 Dex, +3 natural, +6 +2 mithral chain shirt, +5 +3 heavy shield), touch 12, flat-footed 24 19 (-1 size, +4 Dex, +6 natural), touch 13, flat-footed 15 19 (-1 size, +4 Dex, +6 natural), touch 13, flat-footed 15
Base Attack/Grapple: +14/+18 +14/+29 +14/+27
Attack: +2 bastard sword +21 melee (1d10+8/17-20) or masterwork composite longbow (+4 Str bonus) (2d8+15/17-20) +17 ranged (1d8+4/×3) Bite +25 melee (2d6+16/19-20) Claw +24 melee (1d6+11) or +2 bastard sword +27 melee
Full Attack: +2 bastard sword +21/+16/+11 melee (1d10+8/17-20) or masterwork composite longbow (+4 Str bonus) +17/+12/+7 ranged (1d8+4/×3) Bite +25 melee (2d6+16/19-20) 2 claws +24 melee (1d6+11) and bite +20 melee (2d6+5/19-20); or +2 bastard sword +27/+22/+17 melee (2d8+15/17-20) and bite +20 melee (2d6+5/19-20)
Space/Reach: 5 ft./5 ft. 10 ft./5 ft. 10 ft./10 ft.
Special Attacks: Curse of lycanthropy, trip Curse of lycanthropy
Special Qualities: Alternate form, wolf empathy, low-light vision, scent Alternate form, wolf empathy, damage reduction 10/silver, low-light vision, scent Alternate form, wolf empathy, damage reduction 10/silver, low-light vision, scent
Saves: Fort +16, Ref +12, Will +13 Fort +17, Ref +12, Will +11 Fort +17, Ref +12, Will +11
Abilities: Str 18, Dex 14, Con 14 Int 10, Wis 12, Cha 12 Str 32, Dex 18, Con 20 Int 10, Wis 12, Cha 12 Str 32, Dex 18, Con 20 Int 10, Wis 12, Cha 12
Skills: Handle Animal +4, Hide +6, Listen +9, Move Silently +8, Spot +13, Survival +5 Handle Animal +4, Hide +6, Listen +9, Move Silently +12, Spot +13, Survival +5* Handle Animal +4, Hide +6, Listen +9, Move Silently +12, Spot +13, Survival +5*
Feats: Alertness, Cleave, Combat Reflexes, Exotic Weapon Proficiency (bastard Sword), Improved Critical (bastard sword), Improved Critical (bite), Improved Natural Armor, Improved Natural Attack (bite), Iron WillB, Power Attack, Run, Stealthy, TrackB, Weapon Focus (bastard sword), Weapon Focus (bite), Weapon Specialization (bastard sword) (same as human form) (same as human form)
Environment: Temperate forests Temperate forests Temperate forests
Organization: Solitary, pair, or pack (1-2 werewolf lords plus 2-4 werewolves plus 5-8 wolves) (same as human form) (same as human form)
Challenge Rating: 14 14 14
Treasure: Standard Standard Standard
Alignment: Always chaotic evil Always chaotic evil Always chaotic evil
Advancement: By character class By character class By character class
Level Adjustment: +3 +3 +3

Stronger, hardier, and more deadly than its lesser fellows, the werewolf lord is a murderous beast that delights in wreaking havoc.

The werewolf lord presented here is a 10th-level human fighter and natural lycanthrope, using the following base ability scores: Str 16, Dex 14, Con 14, Int 10, Wis 10, Cha 12.

Combat

Werewolf lords can assume a hybrid form as well as an animal form. In dire wolf form, they can trip just as normal wolves do. In hybrid form, they can wield weapons or fight with their claws.