Weresloth Working Draft
Ground Weresloth
 
Ground Weresloth, Half-Orc Form
 Medium Humanoid (Orc, Shapechanger)
Hit Dice: 1d8+1 plus 4d8+20 (43 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 15 (+3 studded leather armor, +2 natural), touch 10, flat-footed 15
Base Attack/Grapple: +4/+6
Attack: Falchion +6 melee (2d4+3/18-20) or javelin +4 ranged (1d6+2)
Full Attack: Falchion +6 melee (2d4+3/18-20) or javelin +4 ranged (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Alternate form, darkvision 60 ft., sloth empathy, low-light vision, scent
Saves: Fort +9, Ref +4, Will +3
Abilities: Str 15,    Dex 11, Con 12, Int 6, Wis 11, Cha 8
Skills: Listen +6, Spot +5, Swim +3
Feats: Alertness, Great Fortitude, Iron Will (B)
Environment: Any forest, hill, or plains
Organization: Solitary, pair, family (3-4), or pack (6-10)
Challenge Rating: 5
Treasure: Standard
Alignment: Always neutral
Advancement: By character class
Level Adjustment: +3
 
Ground Weresloth, Sloth Form
Medium Humanoid (Orc, Shapechanger)
Hit Dice: 1d8+1 plus 4d8+20 (43 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 20 (+1 Dex, +9 natural), touch 11, flat-footed 19
Base Attack/Grapple: +4/+8
Attack: Claw +8 melee (1d4+4)
Full Attack: 2 claws +8 melee (1d4+4) and bite +3 melee (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Curse of lycanthropy, improved grab, pin down
Special Qualities: Alternate form, damage reduction 10/silver, darkvision 60 ft., low-light vision, scent, sloth empathy
Saves: Fort +13, Ref +5, Will +3
Abilities: Str 19,    Dex 13, Con 20, Int 6, Wis 11, Cha 8
Skills:  Listen +6, Spot +5, Swim +5
Feats: Alertness, Great Fortitude, Iron Will (B)
 Environment: Any forest, hill, or plains
 Organization: Solitary, pair, family (3-4), or pack (6-10)
 Challenge Rating: 5
 Treasure: Standard
 Alignment: Always neutral
 Advancement: By character class
 Level Adjustment: +3
 
 Ground Weresloth, Hybrid Form
Medium Humanoid (Orc, Shapechanger)
Hit Dice: 1d8+1 plus 4d8+20 (43 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 20 (+1 Dex, +9 natural), touch 11, flat-footed 19
 Base Attack/Grapple: +4/+8
Attack: Falchion +8 melee (2d4+6/18-20) or claw +8 melee (1d4+4) or javelin +5 ranged (1d6+4)
 Full Attack: Falchion +8 melee (2d4+6/18-20); or 2 claws +8 melee (1d4+4) and bite +3 melee (1d6+2);  or javelin +5 ranged (1d6+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Curse of lycanthropy
Special Qualities: Alternate form, damage reduction 10/silver, darkvision 60 ft., low-light vision, scent, sloth empathy
Saves: Fort +13, Ref +5, Will +3
 Abilities: Str 19,    Dex 13, Con 20, Int 6, Wis 11, Cha 8
 Skills:  Listen +6, Spot +5, Swim +5
 Feats: Alertness, Great Fortitude, Iron Will (B)
  Environment: Any forest, hill, or plains
  Organization: Solitary, pair, family (3-4), or pack (6-10)
  Challenge Rating: 5
  Treasure: Standard
  Alignment: Always neutral
  Advancement: By character class
  Level Adjustment: +3
A burly creature, half humanoid and half beast, covered in a pelt of foot-long hair. Its head is somewhat sheep-like, with dull eyes and small blunt teeth. The creature's arms are far more formidable, powerfully muscled and ending in long, curved claws.
Ground weresloths in humanoid form tend to have pot-bellies and robust arms. Their hair is usually long, unkempt hair and is often tangled with twigs, leaves and other debris. Ground weresloths typically live as forest aborigines, dressing themselves in very basic garments such as breechcloths or skirts, usually woven from the fibers of local plants.
 
The weresloth presented here is a 1st-level half-orc warrior and    natural lycanthrope, using the following base ability scores: Str 13,    Dex 11, Con 12, Int 8, Wis 9, Cha 10.
 
 COMBAT
 
Ground weresloths are not typically aggressive, but they are  violent  when roused.  Unimaginative combatants, they prefer to rush  into melee, usually remembering to change into animal or hybrid for the  fight. In humanoid form, they fight with  weapons as available, while  their strong instinct in sloth form is to  pin down their opponent.
 
 Alternate Form (Su): A weresloth can assume the form of a lesser ground sloth or a sloth-humanoid hybrid.
 
 Curse of Lycanthropy (Su):  Any humanoid or giant hit by a weresloth’s bite attack in animal or  hybrid form must succeed on a DC 15 Fortitude save or contract  lycanthropy.
  Improved Grab (Ex): If a ground weresloth in animal form hits an opponent that is at least one size category smaller than itself with a claw attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. If it gets a hold, it can pin down the opponent on its next successful grapple check.
Pin Down (Ex): A ground weresloth in animal form can make a grapple check against an already grappled opponent in an attempt to pin it down. If successful, the opponent is pinned down beneath the weresloth's claw. Pinned opponents take claw damage each round they are pinned, including the round in which the pin is established.
Sloth Empathy (Ex):  Communicate with tree sloth, ground sloth and dire sloth, and +4 racial  bonus on Charisma-based checks against tree sloth, ground sloth and  dire sloth.