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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.

See Also:

SEE WIKIPEDIA ENTRY: Werewolf



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