Sample Lycanthropes

The page index above lists the five common lycanthropes based on 1st-level warriors as well as other less common sorts.

Werebear

The statistics block below contains details for more than one shape, size, or type of this creature. Use the horizontal scrollbar below it to display the desired one or select from the links below that.

Werebear, Human Form
Medium Humanoid (Human, Shapechanger)
Werebear, Bear Form
Large Humanoid (Human, Shapechanger)
Werebear, Hybrid Form
Large Humanoid (Human, Shapechanger)
Hit Dice: 1d8+1 plus 6d8+30 (62 hp) 1d8+1 plus 6d8+30 (62 hp) 1d8+1 plus 6d8+30 (62 hp)
Initiative: +0 +1 +1
Speed: 30 ft. (6 squares) 40 ft. (8 squares) 30 ft. (6 squares)
Armor Class: 15 (+2 natural, +3 studded leather armor), touch 10, flat-footed 15 17 (–⁠1 size, +1 Dex, +7 natural), touch 10, flat-footed 16 17 (–⁠1 size, +1 Dex, +7 natural), touch 10, flat-footed 16
Base Attack/Grapple: +5/+6 +5/+18 +5/+18
Attack: Greataxe +6 melee (1d12+1/×3) or throwing axe +5 ranged (1d6+1) Claw +13 melee (1d8+9) Greataxe +11 melee (1d12+13/×3) or claw +13 melee (1d6+9)
Full Attack: Greataxe +6 melee (1d12+1/×3) or throwing axe +5 ranged (1d6+1) 2 claws +13 melee (1d8+9) and bite +11 melee (2d6+4) Claw +13 melee (1d6+9) and greataxe +9 melee (1d12+4/×3) and bite +11 melee (1d8+4) or 2 claws +13 melee (1d6+9) and bite +11 melee (1d8+4)
Space/Reach: 5 ft./5 ft. 10 ft./5 ft. 10 ft./10 ft.
Special Attacks: Improved grab, curse of lycanthropy Curse of lycanthropy
Special Qualities: Alternate form, bear empathy, low-light vision, scent Alternate form, bear empathy, damage reduction 10/silver, low-light vision, scent Alternate form, bear empathy, damage reduction 10/silver, low-light vision, scent
Saves: Fort +8, Ref +5, Will +4 Fort +12, Ref +6, Will +4 Fort +12, Ref +6, Will +4
Abilities: Str 13, Dex 11, Con 12, Int 10, Wis 11, Cha 8 Str 29, Dex 13, Con 20, Int 10, Wis 11, Cha 8 Str 29, Dex 13, Con 20, Int 10, Wis 11, Cha 8
Skills: Handle Animal +3, Listen +4, Spot +4, Swim +1 Handle Animal +3, Listen +4, Spot +4, Swim +13; racial bonuses Handle Animal +3, Listen +4, Spot +4, Swim +9
Feats: Endurance, Iron Will [bonus], Multiattack, Power Attack, Run, Track [bonus] Endurance, Iron Will [bonus], Multiattack, Power Attack, Run, Track [bonus] Endurance, Iron Will [bonus], Multiattack, Power Attack, Run, Track [bonus]
Environment: Cold forests Cold forests Cold forests
Organization: Solitary, pair, family (3–4), or troupe (2–4 plus 1–4 brown bears) Solitary, pair, family (3–4), or troupe (2–4 plus 1–4 brown bears) Solitary, pair, family (3–4), or troupe (2–4 plus 1–4 brown bears)
Challenge Rating: 5 5 5
Treasure: Standard Standard Standard
Alignment: Always lawful good Always lawful good Always lawful good
Advancement: By character class By character class By character class
Level Adjustment: +3 +3 +3

HumanBearHybrid

This hulking humanoid is covered in shaggy brown fur and has long claws and a bearlike face. It carries a greataxe in one paw.

Werebears in humanoid form tend to be stout, well-muscled, and hairy. Their brown hair is thick, and males usually wear beards. They may have reddish, blond, ivory, or black hair, matching the color of the ursine form. They dress in simple cloth and leather garments that are easy to remove, repair, or replace. In their animal form, werebears are moody and grumpy. They desire only their own company and seek out evil creatures to slay.

Combat

Werebears fight just as brown bears do in animal form. In humanoid or hybrid form, they favor large, heavy weapons such as greataxes or greatswords. The werebear’s greataxe is a Medium weapon, so it can wield the axe in one hand in hybrid form.

Alternate Form (Su): A werebear can assume the form of a brown bear or a bear-humanoid hybrid. See Alternate Form.

Bear Empathy (Ex): Communicate with bears and dire bears, and +4 racial bonus on Charisma-based checks against bears and dire bears.

Curse of Lycanthropy (Su): Any humanoid or giant hit by a werebear’s bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.

Improved Grab (Ex): To use this ability, a werebear must be in bear form and must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Skills: Werebears have a +4 racial bonus on Swim checks in bear form.

The werebear presented here is a 1st-level human warrior and natural lycanthrope, using the following base ability scores: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.

Source: Monster Manual (version 3.5), page 170.

Wereboar

The statistics block below contains details for more than one shape, size, or type of this creature. Use the horizontal scrollbar below it to display the desired one or select from the links below that.

Wereboar, Human Form
Medium Humanoid (Human, Shapechanger)
Wereboar, Boar Form
Large Humanoid (Human, Shapechanger)
Wereboar, Hybrid Form
Large Humanoid (Human, Shapechanger)
Hit Dice: 1d8+4 plus 3d8+12 (34 hp) 1d8+4 plus 3d8+12 (34 hp) 1d8+4 plus 3d8+12 (34 hp)
Initiative: +0 +0 +0
Speed: 20 ft. in scale mail (4 squares); base speed 30 ft. 40 ft. (8 squares) 30 ft. (6 squares)
Armor Class: 18 (+2 natural, +4 scale mail, +2 heavy shield) touch 10, flat-footed 18 18 (+8 natural) touch 10, flat-footed 18 18 (+8 natural) touch 10, flat-footed 18
Base Attack/Grapple: +3/+4 +3/+6 +3/+6
Attack: Battleaxe +4 melee (1d8+1/×3) or javelin +3 ranged (1d6+1) Gore +6 melee (1d8+4) Battleaxe +6 melee (1d8+4/×3) or claw +6 melee (1d4+3)
Full Attack: Battleaxe +4 melee (1d8+1/×3) or javelin +3 ranged (1d6+1) Gore +6 melee (1d8+4) Battleaxe +6 melee (1d8+4/×3) and gore +1 melee (1d6+1); or 2 claws +6 melee (1d4+3) and gore +1 melee (1d6+1)
Space/Reach: 5 ft./5 ft. 5 ft./5 ft. 5 ft./5 ft.
Special Attacks: Curse of lycanthropy Curse of lycanthropy
Special Qualities: Alternate form, boar empathy, ferocity, low-light vision, scent Alternate form, boar empathy, damage reduction 10/silver, ferocity, low-light vision, scent Alternate form, boar empathy, damage reduction 10/silver, ferocity, low-light vision, scent
Saves: Fort +6, Ref +3, Will +3 Fort +9, Ref +3, Will +3 Fort +9, Ref +3, Will +3
Abilities: Str 13, Dex 11, Con 12, Int 10, Wis 11, Cha 8 Str 17, Dex 11, Con 18, Int 10, Wis 11, Cha 8 Str 17, Dex 11, Con 18, Int 10, Wis 11, Cha 8
Skills: Handle Animal +3, Intimidate +3, Listen +5, Spot +4 Handle Animal +3, Intimidate +3, Listen +5, Spot +4 Handle Animal +3, Intimidate +3, Listen +5, Spot +4
Feats: Alertness [bonus], Improved Bull Rush, Iron Will [bonus], Power Attack, Toughness Alertness [bonus], Improved Bull Rush, Iron Will [bonus], Power Attack, Toughness Alertness [bonus], Improved Bull Rush, Iron Will [bonus], Power Attack, Toughness
Environment: Temperate forests Temperate forests Temperate forests
Organization: Solitary, pair, brood (3–4), or troupe (2–4 plus 1–4 boars) Solitary, pair, brood (3–4), or troupe (2–4 plus 1–4 boars) Solitary, pair, brood (3–4), or troupe (2–4 plus 1–4 boars)
Challenge Rating: 4 4 4
Treasure: Standard Standard Standard
Alignment: Always neutral Always neutral Always neutral
Advancement: By character class By character class By character class
Level Adjustment: +3 +3 +3

HumanBoarHybrid

Stocky and powerful, this fierce humanoid is covered in short, stiff fur and has boarlike tusks.

A wereboar in humanoid form tends to be a stocky, muscular individual of average height. It dresses in simple garments that are easy to remove, repair, or replace.

Combat

In any form, wereboars are as ferocious as normal boars. When in hybrid form, they fight with a weapon and their dangerous gore attack.

Alternate Form (Su): A wereboar can assume the form of a boar or a boar-humanoid hybrid.

Boar Empathy (Ex): Communicate with boars and dire boars, and +4 racial bonus on Charisma-based checks against boars and dire boars.

Curse of Lycanthropy (Su): Any humanoid or giant hit by the wereboar’s gore attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.

Ferocity (Ex): A wereboar is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.

The wereboar presented here is a 1st-level human warrior and natural lycanthrope, using the following base ability scores: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.

Source: Monster Manual (version 3.5), page 171.

Wererat

The statistics block below contains details for more than one shape, size, or type of this creature. Use the horizontal scrollbar below it to display the desired one or select from the links below that.

Wererat, Human Form
Medium Humanoid (Human, Shapechanger)
Wererat, Rat Form
Small Humanoid (Human, Shapechanger)
Wererat, Hybrid Form
Medium Humanoid (Human, Shapechanger)
Hit Dice: 1d8+1 plus 1d8+2 (12 hp) 1d8+1 plus 1d8+2 (12 hp) 1d8+1 plus 1d8+2 (12 hp)
Initiative: +0 +3 +3
Speed: 30 ft. (6 squares) 40 ft. (8 squares), climb 20 ft. 30 ft. (6 squares)
Armor Class: 15 (+2 natural, +2 leather, +1 buckler) touch 10, flat-footed 15 17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14 16 (+3 Dex, +3 natural), touch 13, flat-footed 13
Base Attack/Grapple: +1/+2 +1/–2 +1/+2
Attack: Rapier +2 melee (1d6+1/18-20) or light crossbow +1 ranged (1d8/19-20) Bite +6 melee (1d4+1 plus disease) Rapier +5 melee (1d6+1/18-20) or light crossbow +4 ranged (1d8/19-20)
Full Attack: Rapier +2 melee (1d6+1/18-20) or light crossbow +1 ranged (1d8/19-20) Bite +6 melee (1d4+1 plus disease) Rapier +4 melee (1d6+1/18-20) and bite –⁠1 melee (1d6 plus disease) or light crossbow +4 ranged (1d8/19-20)
Space/Reach: 5 ft./5 ft. 5 ft./5 ft. 5 ft./5 ft.
Special Attacks: Curse of lycanthropy, disease Curse of lycanthropy, disease
Special Qualities: Alternate form, low-light vision, rat empathy, scent Alternate form, damage reduction 10/silver, low-light vision, rat empathy, scent Alternate form, damage reduction 10/silver, low-light vision, rat empathy, scent
Saves: Fort +6, Ref +2, Will +4 Fort +6, Ref +5, Will +4 Fort +6, Ref +5, Will +4
Abilities: Str 13, Dex 11, Con 12, Int 10, Wis 11, Cha 8 Str 13, Dex 17, Con 14, Int 10, Wis 11, Cha 8 Str 13, Dex 17, Con 14, Int 10, Wis 11, Cha 8
Skills: Climb +0, Handle Animal +3, Hide +1, Listen +4, Move Silently +0, Spot +4, Swim +9 Climb +11, Handle Animal +3, Hide +8, Listen +4, Move Silently +4, Spot +4, Swim +11; racial bonuses Climb +4, Handle Animal +3, Hide +5, Listen +4, Move Silently +4, Spot +4, Swim +9; racial bonuses
Feats: Alertness, Dodge, Iron Will [bonus], Weapon Finesse [bonus] Alertness, Dodge, Iron Will [bonus], Weapon Finesse [bonus] Alertness, Dodge, Iron Will [bonus], Weapon Finesse [bonus]
Environment: Any Any Any
Organization: Solitary, pair, pack (6-10), or troupe (2-5 plus 5-8 dire rats) Solitary, pair, pack (6-10), or troupe (2-5 plus 5-8 dire rats) Solitary, pair, pack (6-10), or troupe (2-5 plus 5-8 dire rats)
Challenge Rating: 2 2 2
Treasure: Standard Standard Standard
Alignment: Always lawful evil Always lawful evil Always lawful evil
Advancement: By character class By character class By character class
Level Adjustment: +3 +3 +3

HumanRatHybrid

Quick and feral, this humanoid is covered with matted brown fur and has a long, hairless tail. It carries a rapier in its paw, and its face is distinctly ratlike.

A wererat in humanoid form tends to be a thin, wiry individual of shorter than average height. The eyes constantly dart around, and the nose and mouth may twitch if he or she is excited. Males often have thin, ragged mustaches.

Combat

In animal form, wererats avoid combat, preferring to use their dire rat shape for skulking and spying. In hybrid form, a wererat fights with a rapier and light crossbow.

Alternate Form (Su): A wererat can assume a bipedal hybrid form or the form of a dire rat.

Curse of Lycanthropy (Su): Any humanoid or giant hit by a wererat’s bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.

Disease (Ex): Filth fever; bite, Fortitude DC 12, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based.

Rat Empathy (Ex): Communicate with rats and dire rats, and +4 racial bonus on Charisma-based checks against rats and dire rats.

Skills: A wererat in rat or hybrid form uses its Dexterity modifier for Climb or Swim checks. It has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.

Wererats have a +8 racial bonus on Swim checks from their dire rat form.

Feats: Wererats gain Weapon Finesse as a bonus feat.

The wererat presented here is based on a 1st-level human warrior who is a natural lycanthrope, using the following base ability scores: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.

Source: Monster Manual (version 3.5), page 171.

Weretiger

The statistics block below contains details for more than one shape, size, or type of this creature. Use the horizontal scrollbar below it to display the desired one or select from the links below that.

Weretiger, Human Form
Medium Humanoid (Human, Shapechanger)
Weretiger, Tiger Form
Large Humanoid (Human, Shapechanger)
Weretiger, Hybrid Form
Large Humanoid (Human, Shapechanger)
Hit Dice: 1d8+1 plus 6d8+18 (50 hp) 1d8+1 plus 6d8+18 (50 hp) 1d8+1 plus 6d8+18 (50 hp)
Initiative: +4 +6 +6
Speed: 20 ft. in breastplate (4 squares); base speed 30 ft. 40 ft. (8 squares) 30 ft. (6 squares)
Armor Class: 17 (+2 natural, +5 breastplate), touch 10, flat-footed 17 16 (–⁠1 size, +2 Dex, +5 natural), touch 11, flat-footed 14 16 (–⁠1 size, +2 Dex, +5 natural), touch 11, flat-footed 14
Base Attack/Grapple: +5/+6 +5/+16 +5/+16
Attack: Glaive +6 melee (1d10+1/×3) or composite longbow (+1 Str bonus) +5 ranged (1d8+1/×3) Claw +11 melee (1d8+7) Claw +11 melee (1d8+7)
Full Attack: Glaive +6 melee (1d10+1/×3) or composite longbow (+1 Str bonus) +5 ranged (1d8+1/×3) 2 claws +11 melee (1d8+7) and bite +6 melee (2d6+3) 2 claws +11 melee (1d8+7) and bite +6 melee (2d6+3)
Space/Reach: 5 ft./5 ft. 10 ft./5 ft. 10 ft./10 ft.
Special Attacks: Curse of lycanthropy, improved grab, pounce, rake Curse of lycanthropy
Special Qualities: Alternate form, low-light vision, scent, tiger empathy Alternate form, damage reduction 10/silver, low-light vision, scent, tiger empathy Alternate form, damage reduction 10/silver, low-light vision, scent, tiger empathy
Saves: Fort +8, Ref +5, Will +4 Fort +10, Ref +7, Will +4 Fort +10, Ref +7, Will +4
Abilities: Str 13, Dex 11, Con 12, Int 10, Wis 11, Cha 8 Str 25, Dex 15, Con 16, Int 10, Wis 11, Cha 8 Str 25, Dex 15, Con 16, Int 10, Wis 11, Cha 8
Skills: Balance +0, Climb +1, Handle Animal +3, Hide +0, Listen +6, Move Silently +0, Spot +6; racial bonuses Balance +6, Climb +12, Handle Animal +3, Hide +2, Listen +6, Move Silently +12, Spot +6; racial bonuses Balance +6, Climb +12, Handle Animal +3, Hide +2, Listen +6, Move Silently +12, Spot +6; racial bonuses
Feats: Alertness [bonus], Combat Reflexes, Improved Initiative, Improved Natural Attack (bite, claw), Iron Will [bonus] Alertness [bonus], Combat Reflexes, Improved Initiative, Improved Natural Attack (bite, claw), Iron Will [bonus] Alertness [bonus], Combat Reflexes, Improved Initiative, Improved Natural Attack (bite, claw), Iron Will [bonus]
Environment: Warm forests Warm forests Warm forests
Organization: Solitary or pair Solitary or pair Solitary or pair
Challenge Rating: 5 5 5
Treasure: Standard Standard Standard
Alignment: Always neutral Always neutral Always neutral
Advancement: By character class By character class By character class
Level Adjustment: +3 +3 +3

Select form: HumanTigerHybrid

Sleek and powerful, this humanoid has tawny, striped fur and deadly claws and teeth. It stands more than 8 feet tall.

Weretigers in humanoid form tend to be sleekly muscular, taller than average, and very agile.

Combat

Weretigers can assume a hybrid form as well as an animal form. In tiger form, they can pounce and grab just as normal tigers do. In hybrid form, they rely on their deadly claws.

Alternate Form (Su): A weretiger can assume a bipedal hybrid form or the form of a tiger.

Curse of Lycanthropy (Su): Any humanoid or giant hit by a weretiger’s bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.

Improved Grab (Ex): To use this ability, a weretiger in tiger form must hit with a claw or bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

Pounce (Ex): If a weretiger in tiger form charges an opponent, it can make a full attack, including two rake attacks.

Rake (Ex): Attack bonus +9 melee, damage 1d8+3.

Tiger Empathy (Ex): Communicate with tigers and dire tigers, and +4 racial bonus on Charisma-based checks against tigers and dire tigers.

Skills: In any form, weretigers have a +4 bonus on Balance, Hide, and Move Silently checks. In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8 in the tiger form.

The weretiger presented here is a 1st-level human warrior and natural lycanthrope, using the following base ability scores: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.

Source: Monster Manual (version 3.5), page 171.

Werewolf

The statistics block below contains details for more than one shape, size, or type of this creature. Use the horizontal scrollbar below it to display the desired one or select from the links below that.

17 (+2 natural, +4 chain shirt, +1 light shield) touch 10, flat-footed 17 16 (+2 Dex, +4 natural), touch 12, flat-footed 14 16 (+2 Dex, +4 natural), touch 12, flat-footed 14
Werewolf, Human Form
Medium Humanoid (Human, Shapechanger)
Werewolf, Wolf Form
Medium Humanoid (Human, Shapechanger)
Werewolf, Hybrid Form
Medium Humanoid (Human, Shapechanger)
Hit Dice: 1d8+1 plus 2d8+6 (20 hp) 1d8+1 plus 2d8+6 (20 hp) 1d8+1 plus 2d8+6 (20 hp)
Initiative: +4 +6 +6
Speed: 30 ft. (6 squares) 50 ft. (10 squares) 30 ft. (6 squares)
Armor Class:
Base Attack/Grapple: +2/+3 +2/+4 +2/+4
Attack: Longsword +3 melee (1d8+1/19–20) or light crossbow +2 ranged (1d8/19–20) Bite +5 melee (1d6+3) Claw +4 melee (1d4+2)
Full Attack: Longsword +3 melee (1d8+1/19–20) or light crossbow +2 ranged (1d8/19–20) Bite +5 melee (1d6+3) 2 claws +4 melee (1d4+2) and bite +0 melee (1d6+1)
Space/Reach: 5 ft./5 ft. 5 ft./5 ft. 5 ft./5 ft.
Special Attacks: Curse of lycanthropy, trip Curse of lycanthropy
Special Qualities: Alternate form, low-light vision, scent, wolf empathy Alternate form, damage reduction 10/silver, low-light vision, scent, wolf empathy Alternate form, damage reduction 10/silver, low-light vision, scent, wolf empathy
Saves: Fort +6, Ref +3, Will +2 Fort +8, Ref +5, Will +2 Fort +8, Ref +5, Will +2
Abilities: Str 13, Dex 11, Con 12, Int 10, Wis 11, Cha 8 Str 25, Dex 15, Con 16, Int 10, Wis 11, Cha 8 Str 25, Dex 15, Con 16, Int 10, Wis 11, Cha 8
Skills: Handle Animal +1, Hide +1, Listen +1, Move Silently +2, Spot +1 Survival +2 Handle Animal +1, Hide +6, Listen +1, Move Silently +6, Spot +1 Survival +2; racial bonuses Handle Animal +1, Hide +6, Listen +1, Move Silently +6, Spot +1 Survival +2; racial bonuses
Feats: Improved Initiative, Iron Will [bonus], Stealthy, Track [bonus], Weapon Focus (bite) Improved Initiative, Iron Will [bonus], Stealthy, Track [bonus], Weapon Focus (bite) Improved Initiative, Iron Will [bonus], Stealthy, Track [bonus], Weapon Focus (bite)
Environment: Temperate forests Temperate forests Temperate forests
Organization: Solitary, pair, pack (6–10), or troupe (2–5 plus 5–8 wolves) Solitary, pair, pack (6–10), or troupe (2–5 plus 5–8 wolves) Solitary, pair, pack (6–10), or troupe (2–5 plus 5–8 wolves)
Challenge Rating: 3 3 3
Treasure: Standard Standard Standard
Alignment: Always chaotic evil Always chaotic evil Always chaotic evil
Advancement: By character class By character class By character class
Level Adjustment: +3 +3 +3

Select form: HumanWolfHybrid

Short, gray fur covers this lean, feral humanoid. It has sharp claws and a wolflike muzzle.

Werewolves in humanoid form have no distinguishing traits.

Combat

In wolf form, a werewolf can trip just as a normal wolf does. A werewolf in hybrid form usually dispenses with weapon attacks, though it can wield a weapon and use its bite as a secondary natural attack.

Alternate Form (Su): A werewolf can assume a bipedal hybrid form or the form of a wolf.

Curse of Lycanthropy (Su): Any humanoid or giant hit by a werewolf ’s bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.

Trip (Ex): A werewolf in animal form that hits with a bite attack can attempt to trip the opponent (+2 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the werewolf.

Wolf Empathy (Ex): Communicate with wolves and dire wolves, and +4 racial bonus on Charisma-based checks against wolves and dire wolves.

Skills: A werewolf in hybrid or wolf form gains a +4 racial bonus on Survival checks when tracking by scent.

The werewolf presented here is based on a 1st-level human warrior and natural lycanthrope, using the following base ability scores: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.

Source: Monster Manual (version 3.5), page 173.

Werewolf Lord

The statistics block below contains details for more than one shape, size, or type of this creature. Use the horizontal scrollbar below it to display the desired one or select from the links below that.

Werewolf Lord, Human Form
Medium Humanoid (Human, Shapechanger)
Werewolf Lord, Dire Wolf Form
Medium Humanoid (Human, Shapechanger)
Werewolf Lord, Hybrid Form
Medium Humanoid (Human, Shapechanger)
Hit Dice: 10d10+20 plus 6d8+30 (132 hp) 10d10+20 plus 6d8+30 (132 hp) 10d10+20 plus 6d8+30 (132 hp)
Initiative: +2 +4 +4
Speed: 30 ft. (6 squares) 40 ft. (8 squares) 30 ft. (6 squares)
Armor Class: 26 (+2 Dex, +3 natural, +6 +2 mithral chain shirt, +5 +3 heavy shield), touch 12, flat-footed 24 19 (–⁠1 size, +4 Dex, +6 natural), touch 13, flat-footed 15 19 (–⁠1 size, +4 Dex, +6 natural), touch 13, flat-footed 15
Base Attack/Grapple: +14/+18 +14/+29 +14/+27
Attack: +2 bastard sword +21 melee (1d10+8/17–20) or masterwork composite longbow (+4 Str bonus) +17 ranged (1d8+4/×3) Bite +25 melee (2d6+16/19–20) Claw +24 melee (1d6+11) or +2 bastard sword +27 melee (2d8+15/17–20)
Full Attack: +2 bastard sword +21/+16/+11 melee (1d10+8/17–20) or masterwork composite longbow (+4 Str bonus) +17/+12/+7 ranged (1d8+4/×3) Bite +25 melee (2d6+16/19–20) 2 claws +24 melee (1d6+11) and bite +20 melee (2d6+5/19–20); or +2 bastard sword +27/+22/+17 melee (2d8+15/17–20) and bite +20 melee (2d6+5/19–20)
Space/Reach: 5 ft./5 ft. 10 ft./5 ft. 10 ft./10 ft.
Special Attacks: Curse of lycanthropy, trip Curse of lycanthropy
Special Qualities: Alternate form, wolf empathy, low-light vision, scent Alternate form, wolf empathy, damage reduction 10/silver, low-light vision, scent Alternate form, wolf empathy, damage reduction 10/silver, low-light vision, scent
Saves: Fort +16, Ref +12, Will +13 Fort +17, Ref +12, Will +11 Fort +17, Ref +12, Will +11
Abilities: Str 18, Dex 14, Con 14, Int 10, Wis 12, Cha 12 Str 32, Dex 18, Con 20, Int 10, Wis 12, Cha 12 Str 32, Dex 18, Con 20, Int 10, Wis 12, Cha 12
Skills: Handle Animal +4, Hide +6, Listen +9, Move Silently +8, Spot +13, Survival +5; racial bonuses Handle Animal +4, Hide +6, Listen +9, Move Silently +8, Spot +13, Survival +5; racial bonuses Handle Animal +4, Hide +6, Listen +9, Move Silently +8, Spot +13, Survival +5; racial bonuses
Feats: Alertness, Cleave, Combat Reflexes, Exotic Weapon Proficiency (bastard sword), Improved Critical (bastard sword), Improved Critical (bite), Improved Natural Armor, Improved Natural Attack (bite), Iron Will [bonus], Power Attack, Run, Stealthy, Track [bonus], Weapon Focus (bastard sword), Weapon Focus (bite), Weapon Specialization (bastard sword) Alertness, Cleave, Combat Reflexes, Exotic Weapon Proficiency (bastard sword), Improved Critical (bastard sword), Improved Critical (bite), Improved Natural Armor, Improved Natural Attack (bite), Iron Will [bonus], Power Attack, Run, Stealthy, Track [bonus], Weapon Focus (bastard sword), Weapon Focus (bite), Weapon Specialization (bastard sword) Alertness, Cleave, Combat Reflexes, Exotic Weapon Proficiency (bastard sword), Improved Critical (bastard sword), Improved Critical (bite), Improved Natural Armor, Improved Natural Attack (bite), Iron Will [bonus], Power Attack, Run, Stealthy, Track [bonus], Weapon Focus (bastard sword), Weapon Focus (bite), Weapon Specialization (bastard sword)
Environment: Temperate forests Temperate forests Temperate forests
Organization: Solitary, pair, or pack (1–2 werewolf lords plus 2–4 werewolves plus 5–8 wolves) Solitary, pair, or pack (1–2 werewolf lords plus 2–4 werewolves plus 5–8 wolves) Solitary, pair, or pack (1–2 werewolf lords plus 2–4 werewolves plus 5–8 wolves)
Challenge Rating: 14 14 14
Treasure: Standard Standard Standard
Alignment: Always chaotic evil Always chaotic evil Always chaotic evil
Advancement: By character class By character class By character class
Level Adjustment: +3 +3 +3

Human FormDire Wolf FormHybrid Form

Feral and powerful, this humanoid is covered in gray fur and armed with sharp claws and teeth. It stands as tall as an ogre, and it has a wolflike muzzle and hateful eyes.

Stronger, hardier, and more deadly than its lesser fellows, the werewolf lord is a murderous beast that delights in wreaking havoc.

The werewolf lord presented here is a 10th-level human fighter and natural lycanthrope, using the following base ability scores: Str 16, Dex 14, Con 14, Int 10, Wis 10, Cha 12.

Combat

Werewolf lords can assume a hybrid form as well as an animal form. In dire wolf form, they can trip just as normal wolves do. In hybrid form, they can wield weapons or fight with their claws.

Alternate Form (Su): A werewolf lord can assume a bipedal hybrid form or the form of a dire wolf.

Curse of Lycanthropy (Su): Any humanoid or giant hit by a werewolf lord’s bite attack in wolf or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.

Trip (Ex): A werewolf lord in dire wolf form that hits with a bite attack can attempt to trip the opponent (+15 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the werewolf lord.

Wolf Empathy (Ex): Communicate with wolves and dire wolves, and +4 racial bonus on Charisma-based checks against wolves and dire wolves.

Skills: A werewolf lord in hybrid or wolf form gains a +4 racial bonus on Survival checks when tracking by scent.

Possessions: +2 mithral chain shirt, +3 heavy shield, +2 bastard sword, gauntlets of ogre power, cloak of resistance +2, masterwork composite longbow (+4 Str bonus). (Different werewolf lords may have different possessions.)

Source: Monster Manual (version 3.5), pages 174 and 176.

Hill Giant Dire Wereboar

The statistics block below contains details for more than one shape, size, or type of this creature. Use the horizontal scrollbar below it to display the desired one or select from the links below that.

Hill Giant Dire Wereboar
Giant Form
Large Giant (Shapechanger)
Hill Giant Dire Wereboar
Dire Boar Form
Large Giant (Shapechanger)
Hill Giant Dire Wereboar
Hybrid Boar Form
Large Giant (Shapechanger)
Hit Dice: 12d8+51 plus 7d8+49 (185 hp) 12d8+51 plus 7d8+49 (185 hp) 12d8+51 plus 7d8+49 (185 hp)
Initiative: –⁠1 –⁠1 –⁠1
Speed: 30 ft. in hide armor (6 squares); base speed 40 ft. 40 ft. (8 squares) 40 ft. (8 squares)
Armor Class: 22 (–⁠1 size, –⁠1 Dex, +11 natural, +3 hide armor), touch 8, flat-footed 22 16 (–⁠1 size, –⁠1 Dex, +8 natural), touch 8, flat-footed 16 19 (–⁠1 size, –⁠1 Dex, +11 natural), touch 8, flat-footed 19
Base Attack/Grapple: +14/+25 +14/+33 +14/+33
Attack: Greatclub +21 melee (2d8+10) or slam +20 melee (1d4+7) or rock +12 ranged (2d6+7) Gore +28 melee (1d8+22) Greatclub +29 melee (2d8+22) or claw +28 melee (1d6+15)
Full Attack: Greatclub +21/+16 melee (2d8+10) or 2 slams +20 melee (1d4+7) or rock +12 ranged (2d6+7) Gore +28 melee (1d8+22) Greatclub +29 melee (2d8+22) and gore +23 melee (1d8+7); or 2 claws +28 melee (1d6+15) and gore +23 melee (1d8+7)
Space/Reach: 10 ft./10 ft. 10 ft./5 ft. 10 ft./10 ft.
Special Attacks: Rock throwing Curse of lycanthropy Curse of lycanthropy
Special Qualities: Alternate form, boar empathy, ferocity, low-light vision, rock catching, scent Alternate form, boar empathy, damage reduction 10/silver, ferocity, low-light vision, scent Alternate form, boar empathy, damage reduction 10/silver, ferocity, low-light vision, scent
Saves: Fort +17, Ref +8, Will +12 Fort +20, Ref +8, Will +12 Fort +20, Ref +8, Will +12
Abilities: Str 25, Dex 8, Con 19, Int 6, Wis 12, Cha 7 Str 41, Dex 8, Con 25, Int 6, Wis 12, Cha 7 Str 41, Dex 8, Con 25, Int 6, Wis 12, Cha 7
Skills: Climb +10, Jump +10, Listen +10, Spot +12 Climb +18, Jump +22, Listen +10, Spot +12 Climb +18, Jump +22, Listen +10, Spot +12
Feats: Alertness [bonus], Cleave, Endurance, Improved Bull Rush, Improved Sunder, Iron Will [bonus], Power Attack, Weapon Focus (greatclub) Alertness [bonus], Cleave, Endurance, Improved Bull Rush, Improved Sunder, Iron Will [bonus], Power Attack, Weapon Focus (greatclub) Alertness [bonus], Cleave, Endurance, Improved Bull Rush, Improved Sunder, Iron Will [bonus], Power Attack, Weapon Focus (greatclub)
Environment: Temperate hills Temperate hills Temperate hills
Organization: Solitary, pair, brood (3–4), or troupe (2–4 plus 1–4 dire boars) Solitary, pair, brood (3–4), or troupe (2–4 plus 1–4 dire boars) Solitary, pair, brood (3–4), or troupe (2–4 plus 1–4 dire boars)
Challenge Rating: 11 11 11
Treasure: Standard Standard Standard
Alignment: Always neutral Always neutral Always neutral
Advancement: By character class By character class By character class
Level Adjustment: +7 +7 +7

Hill Giant FormDire Boar FormHybrid Boar Form

This giant is covered in short, bristly fur and has sharp claws. Its head is piglike, with jutting tusks and small, angry red eyes.

Dire wereboars in giant form look much like normal hill giants, though slightly stockier, and with coarser, stiffer hair and stiff.

The dire wereboar described here is based on a hill giant and natural lycanthrope with normal ability scores for a hill giant.

Combat

Dire wereboars anger quickly. They usually begin a battle in giant form, then switch to hybrid form to take advantage of their immense strength in that shape. They like to use their Improved Bull Rush and Improved Sunder feats to shove opponents around and smash their weapons and shields.

Alternate Form (Su): A dire wereboar can assume a bipedal hybrid form or the form of a dire boar.

Boar Empathy (Ex): Communicate with boars and dire boars, and +4 racial bonus on Charisma-based checks against boars and dire boars.

Curse of Lycanthropy (Su): Any humanoid or giant hit by a dire wereboar’s bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.

Ferocity (Ex): A dire wereboar is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.

Source: Monster Manual (version 3.5), pages 174, 175, and 177.