Name | Dire Wolf Form Werewolf Lord |
---|---|
Sorted Name | Werewolf Lord, Dire Wolf Form |
Family | Lycanthrope |
Size and Type | Large Humanoid |
Hit Dice Count | 106 |
Hit Dice | 10d10+20 plus 6d8+30 (132 hp) |
Random Hit Points | 10d10+20 + 6d8+30 - 530 |
Initiative | +4 |
Speed | 40 ft. (8 squares) |
Armor Class | 19 (-1 size, +4 Dex, +6 natural), touch 13, flat-footed 15 |
Base Attack/Grapple | +14/+29 |
Attack | Bite +25 melee (2d6+16/19-20) |
Full Attack | Bite +25 melee (2d6+16/19-20) |
Space/Reach | 10 ft./5 ft. |
Special Attacks | Curse of lycanthropy, trip |
Special Qualities | Alternate form, wolf empathy, damage reduction 10/silver, low-light vision, scent |
Saves | Fort +17, Ref +12, Will +11 |
Abilities | Str 32, Dex 18, Con 20, Int 10, Wis 12, Cha 12 |
Skills | Handle Animal +4, Hide +6, Listen +9, Move Silently +12, Spot +13, Survival +5* |
Feats | (same as human form) |
Environment | Temperate forests |
Challenge Rating | 14 |
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 | Dire wolf form werewolf lord; CR 14; Large humanoid; HD 10d10+20 plus 6d8+30; hp 132; Init +4; Spd 40 ft. (8 squares); AC 19 (-1 size, +4 dex, +6 natural), touch 13, flat-footed 15; Base Atk +14; Grp +29; Atk +25 melee (2d6+16/19-20, bite); Full Atk +25 melee (2d6+16/19-20, bite); Space/Reach 10 ft./5 ft.; SA Curse of lycanthropy, trip; SQ Alternate form, wolf empathy, damage reduction 10/silver, low-light vision, scent; AL CE; SV Fort +17, Ref +12, Will +11; Str 32, Dex 18, Con 20, Int 10, Wis 12, Cha 12 Skills and Feats: Handle Animal +4, Hide +6, Listen +9, Move Silently +12, Spot +13, Survival +5*; (same as human form) |
Lycanthrope, Werewolf Lord
Stronger, 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.
The Open content displayed above has been reproduced with permission from the copyright holder.
Attacks: Bite +25 melee (2d6+16/19-20), or Bite +25 melee (2d6+16/19-20)
feats: (SAME AS HUMAN FORM), ,