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.
Same as the character +2.
Same as the character plus the wolf
's Hit Dice
Same as the character, or 50 feet for hybrid and wolf
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
Same as the character +1.
Apply modifiers for Strength depending on the lycanthrope's form.
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):
hit by a werewolf's bite attack
or hybrid form) must succeed on a Fortitude save
(DC 15) or contract lycanthropy.
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
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
In their wolf
and hybrid forms, werewolves have darkvision
with a range of 60 feet.
Same as the character, with a +3 bonus on Fortitude and Reflex saves
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.
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
, 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.
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.
Mossberg (12-gauge shotgun), 12 rounds of 12-gauge ammunition
, cleaver, casual clothes.
Werewolf in Hybrid or Wolf Form (Human Strong Hero 5):
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
, damage reduction 15/silver
, wolf empathy
60 ft.; SV Ref +8; Str 18, Dex 18.
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
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).
|Resist involuntary change
|Return to humanoid form (full moon 1)
|Return to humanoid form (not full moon)
|Voluntary change (full moon)
|Voluntary change (not full moon)
|1 For game purposes, the full moon lasts three days every month.
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
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.