Werewolf Hybrid Form
Medium Humanoid (Human, Shapechanger) — CR 3
- Hit Dice
- 1d8+1 plus 2d8+6 (20 hp)
- Initiative
- +6
- Speed
- 30 ft, 30 ft.
- Armor Class
- 16, touch 12, flat-footed 14
- Base Attack / Grapple
- +2/+4
- Attack
- Claw +4 melee Full Attack: 2 claws +4 melee and bite +0 melee
- 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
- Level Adjustment
- +3
Special Abilities
DR 10/silverTripcurse of lycanthropy as wolf or hybrid
Feats
Werewolf Hybrid Form (CR 3)
Medium Humanoid (Human and Shapechanger)
Alignment: Always chaotic evil
Initiative: +6 (+2 Dex, +4 Improved Initiative) ; Senses: low-light vision, scent, Listen +1, and Spot +1
Hit Dice: 1d8+1 plus 2d8+6 (20 hp); DR: 10/silver
Fort +8, Ref +5, Will +2 Speed: 30 ft.
Space: 5 ft. by 5 ft.
Base Attack +2; Grapple +4
Attack: Claw +4 melee
Full Attack: 2 claws +4 melee and bite +0 melee
Damage: Unarmed strike 1d3 subdual; bite 1d6+1
Special Attacks/Actions: Trip, curse of lycanthropy as wolf or hybrid Abilities: Str 15, Dex 15, Con 16, Int 10, Wis 11, Cha 8
Special Qualities: Alternate form, Wolf empathy
Feats: Improved Initiative; Iron Will; Stealthy; Track; Weapon Finesse (bite)
Skills: Handle Animal +1, Hide +6, Listen +1, Move Silently +6, Spot +1, and Survival +2*
Advancement: By character class
Level Adjustment: +3 Climate/Terrain: Temperate forest
Organization: Solitary, pair, pack (6-10), or troupe (2-5 plus 5-8 wolves)
Treasure/Possessions: Standard
Description
Werewolf Hybrid Form (CR 3)
Medium Humanoid (Human and Shapechanger)
Alignment: Always chaotic evil
Initiative: +6 (+2 Dex, +4 Improved Initiative) ; Senses: low-light vision, scent, Listen +1, and Spot +1
Hit Dice: 1d8+1 plus 2d8+6 (20 hp); DR: 10/silver
Fort +8, Ref +5, Will +2 Speed: 30 ft.
Space: 5 ft. by 5 ft.
Base Attack +2; Grapple +4
Attack: Claw +4 melee
Full Attack: 2 claws +4 melee and bite +0 melee
Damage: Unarmed strike 1d3 subdual; bite 1d6+1
Special Attacks/Actions: Trip, curse of lycanthropy as wolf or hybrid Abilities: Str 15, Dex 15, Con 16, Int 10, Wis 11, Cha 8
Special Qualities: Alternate form, Wolf empathy
Feats: Improved Initiative; Iron Will; Stealthy; Track; Weapon Finesse (bite)
Skills: Handle Animal +1, Hide +6, Listen +1, Move Silently +6, Spot +1, and Survival +2*
Advancement: By character class
Level Adjustment: +3 Climate/Terrain: Temperate forest
Organization: Solitary, pair, pack (6-10), or troupe (2-5 plus 5-8 wolves)
Treasure/Possessions: Standard
Combat
Werewolf Hybrid Form (CR 3)
Medium Humanoid (Human and Shapechanger)
Alignment: Always chaotic evil
Initiative: +6 (+2 Dex, +4 Improved Initiative) ; Senses: low-light vision, scent, Listen +1, and Spot +1
Hit Dice: 1d8+1 plus 2d8+6 (20 hp); DR: 10/silver
Fort +8, Ref +5, Will +2 Speed: 30 ft.
Space: 5 ft. by 5 ft.
Base Attack +2; Grapple +4
Attack: Claw +4 melee
Full Attack: 2 claws +4 melee and bite +0 melee
Damage: Unarmed strike 1d3 subdual; bite 1d6+1
Special Attacks/Actions: Trip, curse of lycanthropy as wolf or hybrid Abilities: Str 15, Dex 15, Con 16, Int 10, Wis 11, Cha 8
Special Qualities: Alternate form, Wolf empathy
Feats: Improved Initiative; Iron Will; Stealthy; Track; Weapon Finesse (bite)
Skills: Handle Animal +1, Hide +6, Listen +1, Move Silently +6, Spot +1, and Survival +2*
Advancement: By character class
Level Adjustment: +3 Climate/Terrain: Temperate forest
Organization: Solitary, pair, pack (6-10), or troupe (2-5 plus 5-8 wolves)
Treasure/Possessions: Standard