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Werewolf (player template)

Lycanthropy has many possible origins, some are the result of terrible curses, others are magic rituals which bind animal spirits to human bodies. What is constant, though, is that lycanthropes are persons capable of assuming animalistic forms, most commonly that of a great wolf. In some cultures these shapeshifters are monstrous villains, the result of dark curses and evil magic that spread terror and evil throughout the world. In others, they are great warriors who fight like wild animals on the battlefield, and while terrible and awe-inspiring, they are ultimately heroic figures.

Werewolf is an inherited template (for those born as werewolves) or acquired template (for those who acquire the template later in life) that can be applied to any humanoid or outsider with the native subtype.

Challenge Rating: Same as base creature +1.

Size and Type: The creature (referred to hereafter as the base creature) gains the shapechanger subtype. A werewolf hybrid form is Medium size or the base creature’s size, whichever is larger. A werewolf’s animal form is always Medium size.

Armor Class: In hybrid or animal form the werewolf has a +2 bonus to its natural armor.

Speed: In its wolf form, a werewolf has a base land speed of 50 feet. Otherwise, it uses its own base speed.

Abilities: +2 Wisdom and +2 to one of Strength, Dexterity, or Constitution.

Special Attacks: A werewolf retains all the special attacks of the base creature, and gains the following abilities:

Change Shape (Su): All werewolves have three forms—a humanoid form, a wolf form, and a hybrid form. Equipment does not meld with the new form between humanoid and hybrid form, but does between those forms and animal form. A werewolf can shift to any of its three alternate forms as a move action. A slain werewolf reverts to its humanoid form, although it remains dead. A werewolf gains a bite attack when it is in its wolf form. This is a primary attack that deal 1d6 points of damage plus the werewolf’s Strength modifier (for a Medium-sized werewolf). In addition, when a werewolf is in its wolf form, it also gains the trip special attack with its bite, allowing it to make a trip attempt against a target as a free action without provoking an attack of opportunity if it hits them with its bite attack. If the attempt fails, the werewolf is not tripped in return.

Weapons of the Beast (Su): When the werewolf template is first acquired, the werewolf gains one of the following benefits. Once chosen, this choice cannot be changed, even if the character loses and later reacquires the werewolf template

  • Inescapable Claws: The werewolf gains two claw attacks when it is in its hybrid form. These are primary attacks that deal 1d4 points of damage plus the werewolf’s Strength modifier (for a Medium-sized werewolf). It also gains Improved Grapple as a bonus feat, even if it does not meet the prerequisites. At 6th level, its claws gain the grab ability. At 11th level, it gains Greater Grapple as a bonus feat, even if it does not meet the prerequisites. At 16th level, it gains a constrict attack that deals damage equal to its claws.
  • Mighty Jaws: The werewolf gains a bite attack when it is in its hybrid form, in addition to its wolf form. This is a primary attack that deals 1d6 points of damage plus the werewolf’s Strength modifier (for a Medium-sized werewolf). At 6th level, its bite attack deals an additional 1d6 points of bleed damage on a successful hit. At 11th level, the werewolf deals an additional 3d6 points of damage with its bite attack when charging. At 16th level, whenever it charges a creature and hit with its bite attack, the target is knocked backwards 10 feet after the werewolf finishes with all of its attacks.
  • Savage Claws: The werewolf gains two claw attacks when it is in its hybrid form. These are primary attacks that deal 1d4 points of damage plus the werewolf’s Strength modifier (for a Medium-sized werewolf). At 6th level, it gains the rend special ability with its claw attacks that deals damage equal to its base claw damage plus 1-1/2 times its Strength bonus (if any). At 11th level, whenever the werewolf charges, it can make a full attack with its natural weapons in place of the normal attack at the end of its charge. At 16th level, it gains a rake attack that deals damage equal to its claw attacks.
  • Vicious Bite: The werewolf gains a bite attack when it is in its hybrid form, in addition to its wolf form. This is a primary attack that deals 1d6 points of damage plus the werewolf’s Strength modifier (for a Medium-sized werewolf). It also gains Improved Trip as a bonus feat, even if it does not meet the prerequisites. At 6th level, it gains the trip ability with its bite attack regardless of its form. At 11th level, it gains Greater Trip as a bonus feat, even if it does not meet the prerequisites. At 16th level, it is considered to be one size category larger for the purpose of its combat maneuver bonus when tripping an opponent.

Special Qualities: A werewolf retains the special qualities of the base creature, and gains the following abilities:

Damage Reduction (Ex): Werewolves possess DR 3/silver while in hybrid or wolf form.

Low-Light Vision (Ex):Werewolves can see twice as far as humans in conditions of dim light. If the base creature already had low-light vision, they can see three times as far instead of twice as far.

Lycanthropic Empathy (Su): Werewolves can communicate and empathize with canines, including both dogs and wolves, allowing them to make Diplomacy checks to alter such an animal’s attitude. A werewolf gains a +4 racial bonus on these checks. This bonus also applies to Wild Empathy checks made to influence canines.

Scent (Ex): A werewolf can detect creatures within 30 feet by sense of smell. If the creature is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice these ranges. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When the werewolf detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The werewolf can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source’s location. In addition, the werewolf can track by sense of smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. While tracking in this manner, the werewolf ignores the effects of surface conditions and poor visibility.

 

Section 15: Copyright Notice

Lords of the wild, © 2018, Dreamscarred Press, LLC; Author: Written by Anthony S. Altovilla and Patrick C., based on material by Owen K.C. Stephens