D20:Werewolf Creature
[top]WEREWOLF
Medium (Humanoid (Human, Shapechanger)) CR 3 | ||
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HP 20, hd1d8+1 plus 2d8+6 Initiative +4AC 17 (+2 natural, +4 chain shirt, +1 light shield), touch 10, flat-fooded 17 Fort +6, Ref +3, Will +2 Speed 30 ft. (6 squares) Spot , Listen | ||
Standard attacks BAB +2, Grapple +3 | ||
Attacks | ||
Full attack: Longsword +3 melee (1d8+1/19?20) or light crossbow +2 ranged (1d8/19?20) | ||
Special Attacks/Qualities | ||
? | ||
Alternate form, wolf empathy, low-light vision, scent | ||
Skills Handle Animal +1, Hide +1, Listen +1, Move Silently +2, Spot +1, Survival +2 | ||
Feats Improved Initiative, Iron WillB, Stealthy, TrackB, Weapon Focus (bite) | ||
Str 13 Con 12 Dex 11 Int 10 Wis 11 Cha 8 | ||
Alignment Always chaotic evil, Environment Temperate forests, Organisation Solitary, pair, pack (6?10), or troupe (2?5 plus 5?8 wolves) |
Werewolves in humanoid form have no distinguishing traits.
[top]COMBAT
In 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 Fortutude 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: Str13, Dex11, Con12, Int10, Wis9, Cha8.
Werewolf Lord
SEE WIKIPEDIA ENTRY: Werewolf
System Reference Document -> List of Creatures (SRD)
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 Fortutude 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: Str13, Dex11, Con12, Int10, Wis9, Cha8.
Werewolf Lord
SEE WIKIPEDIA ENTRY: Werewolf
System Reference Document -> List of Creatures (SRD)
This article is a D20 reference page The System Reference Document is a comprehensive toolbox consisting of rules, races, classes, feats, skills, various systems, spells, magic items, and monsters compatible with the d20 System version of Dungeons & Dragons and various other roleplaying games from Wizards of the Coast. |
Category: Chaotic Alignment | CR3 | Creature | D20 | Evil Subtype | Forest Terrain | Human Subtype | Humanoid Type | LA3 | Lycanthrope | Medium Size | Shapechanger Subtype | SRD | Temperate Climate
Created by Last edited by , 10-23-2011 at 12:01 PM 0 Comments, 8,697 Views |
, 05-20-2007 at 10:13 AM
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