Dire Werewolf Barbarian 5


Dire Werewolf Barbarian 5 (hybrid form) CR 5

XP 1,600 each
Human natural dire werewolf barbarian 5
CE Large humanoid (human, shapechanger)
Init +6; Senses low-light vision, scent; Perception +10

DEFENSE

AC 16, touch 9, flat-footed 14 (+2 armor, +2 Dex, +5 natural, –2 rage, –1 size)
hp 73 each (5d12+35)
Fort +10, Ref +3, Will +5
Defensive Abilities improved uncanny dodge, trap sense +1; DR 10/silver

OFFENSE

Speed 40 ft.
Melee mwk greatsword +10 (2d6+10/19–20), bite +6 (1d8+3 plus trip and curse of lycanthropy) or unarmed strike +11 (1d4+7), bite +6 (1d8+3 plus trip and curse of lycanthropy)
Ranged mwk dagger +5 (1d4+7/19–20)
Space 10 ft.; Reach 10 ft.
Special Attacks curse of lycanthropy, rage (16 rounds/day), rage powers (powerful blow +2, superstition +3)

TACTICS

During Combat The werewolves rage on the first round of combat. They fight with their axes, biting only when given an easy opportunity to make second attacks.

Morale The werewolves do not want the PCs dead—they want them to carry the Primals’ threat back to Ascanor. As a result, they fight only until they have killed one of the PCs, or until reduced to fewer than half their hit points. At that point, they break off the battle, snarling a final warning to the PCs before running off into the woods.

Base Statistics When not raging, the werewolves’ statistics are AC 18, touch 11, flat-footed 16; hp 63; Fort +8, Will +3; Melee mwk greatsword +8 (2d6+7/19–20), bite +4 (1d8+2 plus trip and curse of lycanthropy) or unarmed strike +9 (1d4+5), bite +4 (1d8+2 plus trip and curse of lycanthropy); Ranged mwk dagger +5 (1d4+5/19–20); Str 21, Con 19; CMB +11; Skills Climb +10.

STATISTICS

Str 25, Dex 15, Con 23, Int 10, Wis 14, Cha 8
Base Atk +5; CMB +13; CMD 23
Feats Diehard, Endurance, Improved Initiative, Improved Unarmed Strike
Skills Acrobatics +8, Climb +12, Intimidate +7, Knowledge (nature) +8, Perception +10, Survival +10
Languages Common, +1 additional
SQ change shape (human, hybrid, and dire wolf; polymorph), fast movement, lycanthropic empathy (wolves and dire wolves)
Gear masterwork dagger, masterwork greatsword, bracers of armor +2

SPECIAL ABILITIES

Change Shape (Su)

This creature has three forms—a humanoid form, an animal 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. The creature can shift to any of its three alternate forms as a move-equivalent action. If slain, he reverts to its humanoid form, but remains dead.

Curse of Lycanthropy (Su)

This creature’s bite attack in animal or hybrid form infects a humanoid target with lycanthropy (Fortitude DC 15 negates). If the victim’s size is not within one size category, this ability has no effect.

Lycanthropic Empathy (Ex)

In any form, this creature can communicate and empathize with wolves and dire wolves. He can use Diplomacy to alter such an animal‘s attitude, and when so doing gain a +4 racial bonus on the check.

Section 15: Copyright Notice

Pathfinder Adventure Path #45: Broken Moon. © 2011, Paizo Publishing, LLC; Author: Tim Hitchcock.
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