Lycanthrope, Werewolf, Wolf Form
Medium Humanoid (good reflex) (Human, Shapechanger) — CR 3
Lycanthrope, Werewolf, Wolf Form is a D&D 3.5 monster from MM, p. 173. CR 3, HD 1d8+1 plus 2d8+6 (20 hp).
- Hit Dice
- 1d8+1 plus 2d8+6 (20 hp)
- Initiative
- +6
- Speed
- Land 50 ft
- Armor Class
- 16, touch 12, flat-footed 14
- Base Attack / Grapple
- +2/+4
- Attack
- Bite +5 melee (1d6+3)
- Full Attack
- Bite +5 melee (1d6+3)
- STR
- 15
- DEX
- 15
- CON
- 16
- INT
- 10
- WIS
- 11
- CHA
- 8
- Fort / Ref / Will
- +8 / +5 / +2
- Challenge Rating
- 3
- Alignment
- Always Chaotic-Evil
- Organization
- Solitary, pair, pack (6−10), or troupe (2−5 plus 5−8 wolves)
- Treasure
- Standard
- Environment
- Forests
- Level Adjustment
- +3
Special Abilities
Feats
Short, gray fur covers this lean, feral humanoid. It has sharp claws and a wolflike muzzle.
Description
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, such as thick, shaggy hair, pointed teeth, or long, strong fingers. 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.
Evil lycanthropes often hide among normal folk, emerging in animal form at night (especially under a full moon) to spread terror and bloodshed. Good lycanthropes tend to be reclusive individuals, uncomfortable around large numbers of people. They often live alone in wilderness areas, far from villages and towns.
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.
Werewolves in humanoid form have no distinguishing traits.
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.
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.