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Therianthrope, Wolfwere

This humanoid has a wolf’s head and its body is covered in short gray fur. Its hands end in sharpened claws.

Wolfwere CR 2

XP 600
CE Medium magical beast (shapechanger)
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +7

DEFENSE

AC 16, touch 12, flat-footed 14 (+2 Dex, +4 natural) as wolf and hybrid, 14, touch 12, flat-footed 12 (+2 Dex, +2 natural) as human
hp 19 (3d8+6)
Fort +5; Ref +5; Will +2
DR 5/cold iron

OFFENSE

Speed 50 ft. as wolf, 30 ft. as hybrid or human
Melee bite +4 (1d6+1 plus trip) as wolf, bastard sword +3 (1d10+1), bite –1 (1d6 plus trip) as hybrid, bastard sword +3 (1d10+1) as human
Special Attacks lethargy

STATISTICS

Str 13, Dex 15, Con 15, Int 12, Wis 12, Cha 12
Base Atk +2; CMB +3; CMD 15 (19 vs trip as wolf)
Feats Blind-Fight, Weapon Focus (bite)
Skills Perception +7, Stealth +8, Survival +4 (+8 tracking by scent); Racial Modifiers +8 Disguise as wolf, +4 Survival when tracking by scent
Languages Common
SQ alternate form
Gear bastard sword

SPECIAL ABILITIES

Alternate Form (Su)

A therianthrope’s natural form is that of the base animal. It can shift into two other forms as though using the polymorph spell on itself, though only a specific human form or hybrid form can be assumed. Equipment carried by the therianthrope in human or hybrid form shifts with it and is absorbed into its animal form. Magic items do not function while in this form. When a therianthrope shifts back into human or hybrid form, equipment (including magic items) returns to normal and function normally.

A therianthrope’s first form is that of a human. A therianthrope always assumes the same appearance and traits in human form. In this form, it cannot use its natural weapons or any extraordinary special attacks. It can wield weapons and wear armor however.

Its second form is a bipedal hybrid form with prehensile hands and animalistic features. The therianthrope retains its natural attacks and extraordinary special attacks in this form, and can also wield weapons or wear armor. Changing forms is a standard action. A slain therianthrope reverts to its animal form, although it remains dead. Separated body parts retain their human or hybrid form, however.

Lethargy (Ex)

By speaking or singing, a wolfwere can slow all creatures within 60 feet that hear it if they fail a DC 12 Will save. The slow effects last 1d4+3 rounds. A bard’s countersong ability allows the creature to attempt a new Will save. This is a sonic mind–affecting effect. A creature that successfully saves cannot be affected again by the same wolfwere’s lethargy ability for one day. The save DC is Charisma-based.

Source

Tome of Horrors Complete
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Editor’s Note

The source template for this creature is:

ECOLOGY

Environment cold or temperate plains or underground
Organization solitary, gang (2–5), pack (1, plus 5–8 wolves)
Treasure standard

In humanoid form, a wolfwere appears as a normal humanoid, often with grayish hair.

The wolfwere usually changes into its humanoid form when it detects the approach of living creatures. It disguises itself as a merchant, peasant, or similar humanoid in order to lure its prey in. When ready to attack, the wolfwere changes shape into its hybrid form. It almost always assumes this shape when engaged in combat, as it gains the ability to use a weapon as well as its bite. If attacked in its humanoid form, a wolfwere seeks to escape long enough to assume its hybrid form.

Section 15: Copyright Notice

Wolfwere from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax.