Human Form Werewolf

MapTool Token

NameHuman Form Werewolf
Sorted NameWerewolf, Human Form
FamilyLycanthrope
Size and TypeMedium Humanoid (Human, Shapechanger)
Hit Dice Count12
Hit Dice1d8+1 plus 2d8+6 (20 hp)
Random Hit Points1d8+1 + 2d8+6 - 12
Initiative+4
Speed30 ft. (6 squares)
Armor Class17 (+2 natural, +4 chain shirt, +1 light shield), touch 10, flat-footed 17
Base Attack/Grapple+2/+3
Attack

Longsword +3 melee (1d8+1/19-20) or light crossbow +2 ranged (1d8/19-20)

Full Attack

Longsword +3 melee (1d8+1/19-20) or light crossbow +2 ranged (1d8/19-20)

Space/Reach5 ft./5 ft.
Special Attacks-
Special Qualities

Alternate form, wolf empathy, low-light vision, scent

SavesFort +6, Ref +3, Will +2
AbilitiesStr 13, Dex 11, Con 12, Int 10, Wis 11, Cha 8
Skills

Handle Animal +1, Hide +1, Listen +1, Move Silently +2, Spot +1, Survival +2

Feats

Improved Initiative, Stealthy, Weapon Focus (bite)

Bonus Feats

Iron Will, Track

EnvironmentTemperate forests
Challenge Rating3
Organization

Solitary, pair, pack (6-10), or troupe (2-5 plus 5-8 wolves)

TreasureStandard
AlignmentAlways chaotic evil
AdvancementBy character class
Level Adjustment+3
VersionSRD
SourcesSystem Reference Document
Stat_Block

Human form werewolf; CR 3; Medium humanoid (human, shapechanger); HD 1d8+1 plus 2d8+6; hp 20; Init +4; Spd 30 ft. (6 squares); AC 17 (+2 natural, +4 chain shirt, +1 light shield), touch 10, flat-footed 17; Base Atk +2; Grp +3; Atk +3 melee (1d8+1/19-20, longsword) or +2 ranged (1d8/19-20, light crossbow); Full Atk +3 melee (1d8+1/19-20, longsword) or +2 ranged (1d8/19-20, light crossbow); Space/Reach 5 ft./5 ft.; SA -; SQ Alternate form, wolf empathy, low-light vision, scent; AL CE; SV Fort +6, Ref +3, Will +2; Str 13, Dex 11, Con 12, Int 10, Wis 11, Cha 8

Skills and Feats: Handle Animal +1, Hide +1, Listen +1, Move Silently +2, Spot +1, Survival +2; Improved Initiative, Iron Will, Stealthy, Track, Weapon Focus (bite)

Werewolf

Werewolf, Human Form
Medium Humanoid (Human, Shapechanger)
Hit Dice:
1d8+1 plus 2d8+6 (20 hp)
Initiative:
+4
Speed:
30 ft. (6 squares)
Armor Class:
17 (+2 natural, +4 chain shirt, +1 light shield), touch 10, flat-footed 17
Base Attack/Grapple:
+2/+3
Attack:
Longsword +3 melee (1d8+1/19-20) or light crossbow +2 ranged (1d8/19-20)
Full Attack:
Longsword +3 melee (1d8+1/19-20) or light crossbow +2 ranged (1d8/19-20)
Space/Reach:
5 ft./5 ft.
Special Attacks:
-
Special Qualities:
Alternate form, wolf empathy, low-light vision, scent
Saves:
Fort +6, Ref +3, Will +2
Abilities:
Str 13, Dex 11, Con 12, Int 10, Wis 11, Cha 8
Skills:
Handle Animal +1, Hide +1, Listen +1, Move Silently +2, Spot +1, Survival +2
Feats:
Improved Initiative, Iron Will B, Stealthy, Track B, Weapon Focus (bite)
Environment:
Temperate forests
Organization:
Solitary, pair, pack (6-10), or troupe (2-5 plus 5-8 wolves)
Challenge Rating:
3
Treasure:
Standard
Alignment:
Always chaotic evil
Advancement:
By character class
Level Adjustment:
+3

Werewolves in humanoid form have no distinguishing traits.

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 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 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.

Combat

Werewolf 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: Longsword +3 melee (1d8+1/19-20) or light crossbow +2 ranged (1d8/19-20), or Longsword +3 melee (1d8+1/19-20) or light crossbow +2 ranged (1d8/19-20)

feats: IMPROVED INITIATIVE, STEALTHY, WEAPON FOCUS (BITE), IRON WILL, TRACK,