Therianthrope, Wolfwere, Dire

This creature looks like a large bipedal wolf with thick gray fur and fiery yellow eyes. Sharpened fangs glisten from within its mouth. The creature wields a longsword in its human-like, fur covered hands.

Dire Wolfwere CR 4

XP 1,200
CE Medium/Large magical beast (shapechanger)
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +12

DEFENSE

AC 16, touch 11, flat-footed 14 +2 Dex, +5 natural, –1 size) as dire wolf or hybrid, 14, touch 12, flat-footed 12 (+2 Dex, +2 natural) as human
hp 37 (5d8+15)
Fort +7; Ref +6; Will +2
DR 5/cold iron

OFFENSE

Speed 50 ft. as dire wolf, 30 ft. as hybrid or human
Melee bite +7 (1d8+6 plus trip) as wolf, longsword +6 (1d8+4), bite +2 (1d8+2 plus trip) as hybrid, longsword +7 (1d8+6) as human
Space 10 ft.; Reach 5 ft. as dire wolf, 10 ft./10 ft. as hybrid, 5 ft./5 ft. as human
Special Attacks sickness gaze

STATISTICS

Str 19, Dex 15, Con 17, Int 12, Wis 12, Cha 13
Base Atk +3; CMB +8 as dire wolf or hybrid, +7 as human; CMD 20 as dire wolf or hybrid (24 vs. trip as dire wolf), 19 as human
Feats Run, Skill Focus (Perception), Weapon Focus (bite)
Skills Disguise +6 (+14 as dire wolf), Perception +12, Stealth +6, Survival +4 (+8 tracking by scent); Racial Modifiers +8 Disguise as dire wolf, +4 Survival when tracking by scent
Languages Common
SQ alternate form
Gear longsword

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.

Sickness Gaze (Su)

A creature within 30 feet that meets the dire wolfwere’s gaze is sickened for 8 rounds. Affected creatures can attempt a Fortitude save (DC 13) to avoid the effects. Creatures that successfully save cannot be affected by that therianthrope’s gaze for one day. A delay poison or neutralize poison spell removes the effects from the sickened creature. Creatures that are immune to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throw. A dire wolfwere is immune to its own sickness gaze and the sickness gaze of other dire wolfweres.

Editor’s Note

Base Template: Therianthrope (CR varies)

ECOLOGY

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


Section 15: Copyright Notice

Dire 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.

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