Natural werewolves are humanoids born with the
ability to assume
wolf and hybrid forms. A
humanoid who contracts lycanthropy after being wounded by a werewolf becomes an afflicted werewolf.
"Werewolf" is a template (inherited for natural werewolves, acquired for afflicted werewolves) that can be added to any
humanoid creature (referred to hereafter as the character).
A werewolf uses either the character's or the
wolf's statistics and
special abilities in addition to those described below.
Challenge Rating: Same as the character +2.
Hit Dice: Same as the character plus the
wolf's
Hit Dice (2d8).
Speed: Same as the character, or 50 feet for hybrid and
wolf form.
Defense: Same as the character while in
humanoid form. In hybrid and
animal form, the
creature gains a +2 natural
armor bonus. This bonus does not stack with other natural
armor bonuses.
Base Attack: Same as the character +1.
Grapple Bonus: Apply modifiers for Strength depending on the lycanthrope's form.
Attacks: Same as the character while in
humanoid form. In hybrid and
animal form, a werewolf
attacks with its powerful bite, dealing 1d6 points of
damage plus its Strength modifier.
Alternate Form (Su): A werewolf can assume
wolf or hybrid form, but its gear is not absorbed into the new form. The bipedal hybrid form is about 6 feet tall, with a short tail and thick fur. The legs are like those of a
wolf, and the head combines
humanoid and lupine features in degrees that vary from one werewolf to the next. The
animal form is that of a fully-grown
wolf without any trace of human features.
Changing to or from
wolf or hybrid form is a
move action. Upon assuming either form, the werewolf regains
hit points as if having rested for a day. A slain werewolf reverts to its
humanoid form, although it remains dead. Afflicted werewolves find this
ability difficult to control (see
Lycanthropy as an Affliction, below), but natural lycanthropes have full control over this power.
Curse of Lycanthropy (Su): Any
humanoid hit by a werewolf's bite
attack (in
wolf or hybrid form) must succeed on a Fortitude
save (DC 15) or contract lycanthropy.
Scent (Ex):
This
ability allows a werewolf in
wolf or hybrid form to detect approaching enemies, sniff out hidden foes, and
track by sense of smell.
Damage Reduction 15/Silver (Su):
A werewolf in
wolf or hybrid form ignores the first 15 points of
damage dealt by a nonsilver or nonmagical weapon but takes full
damage from silvered
weapons or
weapons with a +1 or better magic bonus.
Wolf Empathy (Ex):
A werewolf can communicate with wolves in any form and gains a +4
species bonus on Diplomacy checks when influencing a
wolf's attitude. A friendly
wolf understands and heeds simple commands, such as "wait," "chase," "flee," and "
attack."
Darkvision (Ex): In their
wolf and hybrid forms, werewolves have
darkvision with a range of 60 feet.
Saves: Same as the character, with a +3 bonus on Fortitude and Reflex
saves.
Ability Scores: Werewolves gain the following
ability score increases: Con +4, Wis +2. Additionally, a werewolf that assumes
wolf and hybrid form gains the following additional benefits for as long as it remains in either form: Str +2, Dex +4.
Talents: Same as the character.
Werewolf in Humanoid Form (Human Strong Hero 5): CR 7; Medium-
size humanoid; HD 5d8+15 plus 2d8+6; hp 52; Mas 17; Init +2; Spd 30 ft.;
Defense 15, touch 15, flat-footed 13 (+2 Dex, +3 class); BAB +5; Grap +8; Atk +8 melee (1d6+6/19-20, cleaver); Full Atk +8 melee (1d6+6/19-20, cleaver), or +7 ranged (2d8, Mossberg); FS 5 ft. by 5 ft.;
Reach 5 ft.; SQ
alternate form,
trip,
scent,
wolf empathy; AL evil, chaos; SV Fort +9, Ref +6, Will +2; AP 2; Rep +1; Str 16, Dex 14, Con 17, Int 12, Wis 12, Cha 8.
Skills: Climb +9, Handle
Animal +3, Hide +3, Jump +7, Knowledge (current events) +5, Knowledge (popular culture) +5, Knowledge (streetwise) +5, Listen +6, Move Silently +4, Profession +5, Read/Write Language (any two), Speak Language (any two), Spot +4, Swim +9.
Talents (Strong Hero): Melee smash, improved melee smash, advanced melee smash.
Possessions: Mossberg (12-gauge shotgun), 12 rounds of 12-gauge
ammunition, cleaver, casual clothes.
Werewolf in Hybrid or Wolf Form (Human Strong Hero 5): As
humanoid form except: Init +4; Spd 50 ft.;
Defense 17, touch 15, flat-footed 15 (+2 Dex, +3 class, +2 natural); Grap +9; Atk +9 melee (1d6+7, bite); Full Atk +9 melee (1d6+7, bite), or +9 ranged; SQ
alternate form,
curse of lycanthropy,
trip,
scent,
damage reduction 15/silver,
wolf empathy,
darkvision 60 ft.; SV Ref +8; Str 18, Dex 18.
Adjusted Skills: Climb +10, Hide +5, Jump +8, Move Silently +6, Swim +10, Survival +5 (when tracking by
scent).
Lycanthropy as an Affliction
When a character contracts lycanthropy through a werewolf's
attack, no symptoms appear until the first night of the next full moon. On that night, the afflicted character involuntarily assumes
animal form and becomes a ravenous beast, forgetting his or her own identity. The character remains in
animal form until dawn and remembers nothing about the incident.
Thereafter, the character is subject to involuntary transformation under the full moon and whenever damaged in
combat. He or she feels an overwhelming rage building up and must succeed on a Control Shape check to resist changing into
animal form.
An afflicted character who eats a sprig of belladonna (also called wolfsbane) within an hour of a lycanthrope's
attack can attempt a Fortitude
save (DC 20) to shake off the affliction. If someone with ranks in the Treat Injury
skill administers the herb, use the character's
saving throw or the healer's Treat Injury check, whichever is higher. The character gets only one chance, no matter how much belladonna is consumed. The belladonna must be reasonably fresh (picked within the last week).
Fresh or not, belladonna is toxic. A character consuming the herb must succeed on a Fortitude
save (DC 13) or take initial
damage of 1d6 points of temporary Strength. One minute later, the character must succeed on a second
save (same DC) or take an additional 2d6 points of temporary Strength
damage.
The only other way to remove the
curse of lycanthropy is to cast remove curse or break enchantment on the character during one of the three days of the full moon. After receiving the spell, the character must succeed on a Will
save (DC 20) to break the curse (the caster knows whether the spell works). Otherwise, the process must be repeated. Characters undergoing this cure are often kept bound or confined in cages until the cure takes effect.
Only afflicted lycanthropes can be cured of lycanthropy. Natural lycanthropy cannot be cured.
New Skill: Control Shape (Wis) Trained Only
Any character who has contracted lycanthropy and is aware of his or her condition can learn Control Shape as a class
skill. This determines whether the afflicted werewolf can voluntarily control his shape. Natural lycanthropes have control over their shapeshifting
abilities.
Check: The afflicted character must make a check at moonrise each night of the full moon to resist involuntarily assuming
animal form. An injured character must also check for an involuntary change after accumulating enough
damage to reduce his or her
hit point total to three-quarters of its full normal value and again after each additional one-quarter lost (
save DC same as for full moon).
Task
|
DC
|
Resist involuntary change |
25
|
Return to humanoid form (full moon 1) |
25
|
Return to humanoid form (not full moon) |
20
|
Voluntary change (full moon) |
10
|
Voluntary change (not full moon) |
15
|
1 For game purposes, the full moon lasts three days every month. |
Try Again?: Check for an involuntary change once each time a triggering event occurs. On a failed check to return to
humanoid form (see below), the character must remain in
animal or hybrid form until the next dawn, when he or she automatically returns to
humanoid form.
Special: A character can take 10, but cannot take 20.
When returning to normal form after an involuntary change, the character attempts a Wisdom check (DC 15) to realize what has happened. If the check succeeds, the character becomes aware of the affliction and can now voluntarily attempt to change to
animal or hybrid form, using the appropriate DC. An attempt is a standard action and can be made each round. Any voluntary change to
animal or hybrid form immediately and permanently changes the character's two strongest
allegiances to chaos and evil.
An afflicted character who is aware of his or her condition can also try to return to
humanoid from after assuming
animal or hybrid form, using the appropriate DC. Only one attempt is allowed, however, as described above.