Name | Hybrid Form Werewolf |
---|---|
Sorted Name | Werewolf, Hybrid Form |
Family | Lycanthrope |
Size and Type | Medium Humanoid (Human, Shapechanger) |
Hit Dice Count | 12 |
Hit Dice | 1d8+1 plus 2d8+6 (20 hp) |
Random Hit Points | 1d8+1 + 2d8+6 - 36 |
Initiative | +6 |
Speed | 30 ft. (6 squares) |
Armor Class | 16 (+2 Dex, +4 natural), touch 12, flat-footed 14 |
Base Attack/Grapple | +2/+4 |
Attack | Claw +4 melee (1d4+2) |
Full Attack | 2 claws +4 melee (1d4+2) and bite +0 melee (1d6+1) |
Space/Reach | 5 ft./5 ft. |
Special Attacks | Curse of lycanthropy |
Special Qualities | Alternate form, wolf empathy, damage reduction 10/silver, low-light vision, scent |
Saves | Fort +8 Ref +5, Will +2 |
Abilities | Str 15, Dex 15, Con 16, Int 10, Wis 11, Cha 8 |
Skills | Handle Animal +1, Hide +6, Listen +1, Move Silently +6, Spot +1, Survival +2* |
Feats | (same as human form) |
Environment | Temperate forests |
Challenge Rating | 3 |
Organization | (same as human form) |
Treasure | Standard |
Alignment | Always chaotic evil |
Advancement | By character class |
Level Adjustment | +3 |
Version | SRD |
Sources | System Reference Document |
Stat_Block | Hybrid form werewolf; CR 3; Medium humanoid (human, shapechanger); HD 1d8+1 plus 2d8+6; hp 20; Init +6; Spd 30 ft. (6 squares); AC 16 (+2 dex, +4 natural), touch 12, flat-footed 14; Base Atk +2; Grp +4; Atk +4 melee (1d4+2, claw); Full Atk +4 melee (1d4+2, 2 claws) and +0 melee (1d6+1, bite); Space/Reach 5 ft./5 ft.; SA Curse of lycanthropy; SQ Alternate form, wolf empathy, damage reduction 10/silver, low-light vision, scent; AL CE; SV Fort +8 Ref +5, Will +2; Str 15, Dex 15, Con 16, Int 10, Wis 11, Cha 8 Skills and Feats: Handle Animal +1, Hide +6, Listen +1, Move Silently +6, Spot +1, Survival +2*; (same as human form) |
Werewolf
Werewolves in humanoid form have no distinguishing traits. CombatIn 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. Lycanthrope, Werewolf LordStronger, hardier, and more deadly than its lesser fellows, the werewolf lord is a murderous beast that delights in wreaking havoc. The werewolf lord presented here is a 10th-level human fighter and natural lycanthrope, using the following base ability scores: Str 16, Dex 14, Con 14, Int 10, Wis 10, Cha 12. CombatWerewolf lords can assume a hybrid form as well as an animal form. In dire wolf form, they can trip just as normal wolves do. In hybrid form, they can wield weapons or fight with their claws. Alternate Form (Su): A werewolf lord can assume a bipedal hybrid form or the form of a dire wolf. Curse of Lycanthropy (Su): Any humanoid or giant hit by a werewolf lord's bite attack in wolf or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy. Trip (Ex): A werewolf lord in dire wolf form that hits with a bite attack can attempt to trip the opponent (+15 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 lord. 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 lord in hybrid or wolf form gains a +4 racial bonus on Survival checks when tracking by scent. Possessions: +2 mithral chain shirt, +3 heavy shield, +2 bastard sword, gauntlets of ogre power, cloak of resistance +2, masterwork composite longbow (+4 Str bonus). |
Source Copyright: System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.
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Attacks: Claw +4 melee (1d4+2), or 2 claws +4 melee (1d4+2) and bite +0 melee (1d6+1)
feats: (SAME AS HUMAN FORM), ,