Werewolves
The most common of the changing breeds is the werewolf. They are savage beasts, interested only in the prosperity of their race and the destruction of civilisation. They are effective eco-terrorists, often attacking lumberjacks, fishermen, hunters and trappers. They believe that only the strong should be allowed to survive, and they use the same mentality even in matters of other werewolves.
Few notes:
-Werewolves' initial hit die number is 2d8, and they can advance by character classes.
-A werewolf's skills and feats don't change in different forms. The only exceptions are Weapon Finesse (bite), which the character gains in forms capable of biting if his dexterity is higher than his strength, and Multiattack, which the character gains in forms capable of multiple natural attacks.
The Five Forms:
Contrary to popular belief, werewolves can assume five different forms, known as Man, Brute, War, Dire and Wolf. The Man form is indistinguishable from a human (or a member of whatever species the character's Man form embodies), the Brute is as the Man form, except that the werewolf gains some bodymass and hair in the change, War is the terrible wolf-man form which the werewolves use for battle, Dire is a form resembling a fearsome wolf and the Wolf form is a normal wolf.
Handling the Forms:
When rolling up a werewolf, the ability scores arranged without any modifiers are considered to be those for his Man form. If your werewolf's Man form is of another race (i.e. he is descended from a different stock of werewolves) he gains all the traits of that race, just as a human werewolf gains an extra feat, extra skill points and Favored Class: Any. When the character takes another form, add the following modifiers to his ability scores:
Brute: +4 Str, +4 Con. +1 natural armor.
War: +8 Str, +2 Dex, +6 Con, Increase size by one category, 2 claw attacks at 1d8 damage if base size is medium, 1d6 if small, bite attack at 1d8 if base size medium, 1d6 if small, gain Trip ability with bite. Speed +10 ft. +3 natural armor.
Dire: +6 Str, +4 Dex, +6 Con, bite attack at 1d6 if size is medium, 1d4 if small, gain Trip ability with bite. Speed +20 ft. +2 natural armor.
Wolf: +2 Str, +4 Dex, +4 Dex, bite attack at 1d6 if size is medium, 1d4 if small, gain Scent special ability, gain Trip ability with bite. Speed + 20 ft. +2 natural armor.
Changing the Form:
When a werewolf changes into another form he must actually go through the forms in between his current form and the form he is assuming. So, a werewolf in Man form wanting to turn into Wolf form would have to turn from Man to Brute, Brute to War, War to Dire and Dire to Wolf. All werewolves are able to take the skill Change Shape (Wis) to help in quick shapechanging. Below are the difficulties for the different changes:
Condition: DC:
Change by one form 5
Change by two forms 10
Change by three forms 15
Change by four forms (total change) 20
If the moon is full -10
If the moon is gibbous -5
If the moon is crescent +5
If the moon is new +10
If a werewolf fails the check, he remains in the form he started with. This means that it might be safe to make only one change per round, as this is easy, but in a stressful situation one should try to make a harder change, as this takes less time. As shown on the table, the moon has a certain effect on a werewolf's changing. This is because of the werewolves' close ties with the moon, which also is the reason for their suspectibility to silver. (a.k.a. "Moon Metal" by werewolves)
A change is a standard action.
Other Stuff:
Werewolves have the Lycanthropic Empathy and Damage Reduction abilities from the Monster Manual Lycanthrope section.
CR: 3
Alignment: Usually Chaotic Evil (there are exceptions to this rule, but such "Lone Wolves" are often hunted down by their relatives)
Werewolf characters: Werewolves, as creatures of the wild, favor classes such as the barbarian, druid and ranger. Werewolf druids are mostly Neutral Evil.