Fiendish Werewolf Fighter 4/Antipaladin 3 (hybrid form) CR 8
Male fiendish human natural werewolf fighter 4/antipaladin 3
CE Medium humanoid (human, shapechanger)
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +8; Aura cowardice (10 ft.)
AC 24, touch 12, flat-footed 22 (+8 armor, +2 Dex, +4 natural)
hp 74 (7d10+32)
Fort +11, Ref +7, Will +7; +1 vs. fear
Defensive Abilities bravery +1; DR 5/good, 10/silver; Immune disease; Resist cold 10, fire 10; SR 13
Speed 30 ft.
Melee +1 bastard sword +14/+9 (1d10+10/19–20), bite +7 (1d6+2 plus trip and curse of lycanthropy)
Special Attacks cruelty (sickened, DC 12), curse of lycanthropy, plague bringer, smite good (antipaladin; 1/day, +1 attack and AC, +3 damage), smite good (fiendish; 1/day, +1 attack, +7 damage), touch of corruption (1d6, 2/day)
Spell-Like Abilities (CL 3rd; concentration +4)
At will—detect good
During Combat He opens with his smite attacks, focusing his attacks on paladins or good clerics if possible. He uses his touch of corruption to sicken opponents who face him in combat, and tries to spread his curse of lycanthropy with his bite whenever possible.
Morale He cannot lose a fight without losing authority and command over his pack, so he fights to the death.
Str 20, Dex 15, Con 17, Int 10, Wis 15, Cha 12
Base Atk +7; CMB +12 (+14 sunder); CMD 24 (26 vs. sunder)
Feats Cleave, Great Cleave, Improved Sunder, Lightning Reflexes, Power Attack, Toughness, Weapon Focus (bastard sword), Weapon Specialization (bastard sword)
Skills Bluff +5, Disguise +5, Intimidate +10, Knowledge (religion) +4, Perception +8, Sense Motive +6, Stealth +7, Survival +6
SQ armor training 1, change shape (human, hybrid, and wolf; polymorph), lycanthropic empathy (wolves and dire wolves), unholy resilience
Gear +2 breastplate, +1 bastard sword, silver unholy symbol
He 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. He 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.