Dire Lycanthrope (template)
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Dire Lycanthrope
Like standard lycanthropes, dire lycanthropes are humanoids or giants who can transform themselves into animals. However, they can shift into more powerful dire animals. In its natural form, a dire lycanthrope looks like any other members of its kind, though natural dire lycanthropes and those who have been afflicted for a long time tend to have or acquire features reminiscent of their animal forms such as thick, shaggy hair, pointed teeth, or long, strong fingers. In animal form, a lycanthrope resembles a powerful version of the dire animal, but on close inspection, its eyes (which often glow red in the dark) show a faint spark of unnatural intelligence.
Like their lesser kin, dire lycanthropes can spread lycanthropy. Sometimes a lycanthrope begins life as a normal humanoid or giant who subsequently contracts lycanthropy after being wounded by a lycanthrope. Such a creature is called an afflicted lycanthrope. Other lycanthropes are born as lycanthropes, and are known as natural lycanthropes.
Dire lycanthropes are far more rare than their standard brethren, and like many of the creatures they become, are nearly extinct.
Creating a Dire Lycanthrope
“Dire lycanthrope” is a template that can be added to any humanoid or giant (referred to hereafter as the base creature). The dire lycanthrope template can be inherited (for natural lycanthropes) or acquired (for afflicted lycanthropes). Becoming a dire lycanthrope is very much like multiclassing as an animal and gaining the appropriate Hit Dice.
Size and Type: The base creature’s type does not change, but the creature gains the shapechanger subtype. The dire lycanthrope takes on the characteristics of some type of carnivorous or omnivorous creature of the animal type (referred to hereafter as the base animal).
This animal can be any predator, scavenger, or omnivore with good Will saves (ie, is a dire animal, has the Dire SQ, or otherwise has good Will saves) whose size is from one size category smaller to two size categories larger than the base creature’s size (e.g. Small, Medium, Large or Huge for a Medium base creature). Dire lycanthropes can also adopt a hybrid shape that combines features of the base creature and the base animal. A dire lycanthrope’s hybrid form is the same size as the base animal or the base creature, whichever is larger.
A dire lycanthrope uses either the base creature’s or the base animal’s statistics and special abilities in addition to those described here.
Hit Dice and Hit Points: Same as the base creature plus those of the base animal. To calculate total hit points, apply Constitution modifiers according to the score the dire lycanthrope has in each form.
Speed: Same as the base creature or base animal, depending on which form the dire lycanthrope is using. Hybrids use the base creature’s speed.
Armor Class: The base creature’s natural armor bonus increases by +2 in all forms. In hybrid form, the dire lycanthrope’s natural armor bonus is equal to the natural armor bonus of the base animal or the base creature, whichever is better.
Base Attack/Grapple: Add the base attack bonus for the base animal to the base attack bonus for the base creature. The dire lycanthrope’s grapple bonus uses its attack bonus and modifiers for Strength and size depending on the lycanthrope’s form.
Attacks: Same as the base creature or base animal, depending on which form the dire lycanthrope is using. A lycanthrope in hybrid form gains two claw attacks and a bite attack as natural weapons.These weapons deal damage based on the hybrid form’s size. A hybrid may attack with a weapon and a bite, or may attack with its natural weapons. The bite attack of a hybrid is a secondary attack.
Hybrid Size Claw Bite
Small 1d3 1d4
Medium 1d4 1d6
Large 1d6 1d8
Huge 2d4 2d6
Damage: Same as the base creature or base animal, depending on which form the dire lycanthrope is in.
Special Attacks: A dire lycanthrope retains the special attacks of the base creature or base animal, depending on which form it is using, and also gains the special attacks described below.
A dire lycanthrope's hybrid form can use the special attacks of the base animal and the base creature. A dire lycanthrope spellcaster cannot cast spells with verbal, somatic, or material components while in animal form, or spells with verbal components while in hybrid form.
Curse of Lycanthropy (Su): Any humanoid or giant hit by a natural dire lycanthrope’s bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy. If the victim’s size is not within one size category of the lycanthrope the victim cannot contract lycanthropy from that lycanthrope. Afflicted lycanthropes cannot pass on the curse of lycanthropy.
Special Qualities: A dire lycanthrope retains all the special qualities of the base creature and the base animal, and also gains those described below.
Alternate Form (Su): A dire lycanthrope can assume the form of a specific dire animal (as indicated in its entry). It does not assume the ability scores of the animal, but instead adds the animal’s physical ability score modifiers to its own ability scores. A lycanthrope also can assume a bipedal hybrid form with prehensile hands and animalistic features.
Changing to or from animal or hybrid form is a standard action. A slain dire lycanthrope reverts to its humanoid form, although it remains dead. Separated body parts retain their animal form, however. Afflicted lycanthropes find this ability difficult to control, but natural lycanthropes have full control over this power.
Damage Reduction (Ex): An afflicted dire lycanthrope in animal or hybrid form has damage reduction 5/silver. A natural dire lycanthrope in animal or hybrid form has damage reduction 10/silver.
Lycanthropic Empathy (Ex): In any form, dire lycanthropes can communicate and empathize with normal or dire animals of their animal form. This gives them a +4 racial bonus on checks when influencing the animal’s attitude and allows the communication of simple concepts and (if the animal is friendly) commands, such as "friend," "foe," "flee," and "attack."
Low-Light Vision (Ex): A dire lycanthrope has low-light vision in any form.
Scent (Ex): A dire lycanthrope has the scent ability in any form.
Base Save Bonuses: Add the base save bonuses of the base animal to the base save bonuses of the base creature.
Abilities: All dire lycanthropes gain +2 to Wisdom. In addition, when in animal form, a lycanthrope’s physical ability scores improve according to its kind, as set out in the table below. These adjustments are equal to the animal’s normal ability scores –10 or –11. A lycanthrope in hybrid form modifies its physical ability scores by the same amount.
In addition, a dire lycanthrope may also gain an additional ability score increase by virtue of its extra Hit Dice.
Skills: A dire lycanthrope gains skill points equal to (2 + Int modifier, minimum 1) per Hit Die of its animal form, as if it had multiclassed into the animal type. (Animal is never its first Hit Die, though, and it does not gain quadruple skill points for any animal Hit Die.) Any skill given in the animal’s description is a class skill for the lycanthrope’s animal levels. In any form, a lycanthrope also has any racial skill bonuses of the base creature and of the base animal, although conditional skill bonuses only apply in the associated form.
Feats: Add the base animal’s feats to the base creature’s. If this results in a dire lycanthrope having the same feat twice, the lycanthrope gains no additional benefit unless the feat normally can be taken more once, in which case the duplicated feat works as noted in the feat description. This process may give the lycanthrope more feats than a character of its total Hit Dice would normally be entitled to; if this occurs, any “extra” feats are denoted as bonus feats.
It’s possible that a dire lycanthrope cannot meet the prerequisites for all its feats when in humanoid form. If this occurs, the lycanthrope still has the feats, but cannot use them when in humanoid form. A dire lycanthrope receives Iron Will and Multiattack as bonus feats.
Environment: Same as either the base creature or base animal.
Organization: Solitary or pair, sometimes family (3–4), pack (6–10), or troupe (family plus related animals)
Challenge Rating: By class level or base creature, modified according to the HD of the base animal: 1 HD or 2 HD, +2; 3 HD to 5 HD, +3; 6 HD to 10 HD, +4; 11 HD to 20 HD, +5; 21 or more HD, +6.
Treasure: Standard.
Alignment: Any. Noble creatures such as bears, eagles, and lions tend to produce good-aligned lycanthropes. Sinister creatures such as rats, snakes, and wolves tend to produce evil-aligned lycanthropes. This is a reflection of how these animals are perceived, not any innate quality of the animal itself, so the alignment of the animal form can be arbitrarily assigned.
Advancement: By character class.
Level Adjustment: Same as the base creature +2 (afflicted) or +3 (natural). In addition, a dire lycanthrope’s character level is increased by the number of racial Hit Dice the base animal has.
Sample Dire Lycanthropes
The following creatures have acquired the dire lycanthrope template.
Weresmilodon, Human Form
Medium Humanoid (Human, Shapechanger)
Hit Dice: 1d8+1 plus 9d8+36 (82 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 15 (+2 natural, +3 studded leather armor), touch 10, flat-footed 15
Base Attack/Grapple: +7/+8
Attack: Greataxe +8 melee (1d12+1/×3); or longbow +7 ranged (1d8/×3)
Full Attack: Greataxe +8/+3 melee (1d12+1/×3); or longbow +7/+2 ranged (1d8/×3)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Alternate form, low-light vision, sabre-tooth tiger empathy, scent
Saves: Fort +9, Ref +6, Will +8
Abilities: Str 13, Dex 11, Con 12, Int 8, Wis 11, Cha 10
Skills: Balance +6, Climb +10, Handle Animal +2, Hide +5*, Intimidate +2, Jump +16, Listen +7, Move Silently +9, Spot +7 (-1 armor check penalty included)
Feats: Alertness (B), Dodge, Mobility, Spring Attack, Iron Will (B), Multiattack (Bonus), Power Attack
Environment: Cold forests
Organization: Solitary, pair, family (3-4), or troupe (2-4 plus 3-12 smilodons)
Challenge Rating: 9
Treasure: Standard
Alignment: Always neutral
Advancement: By character class
Level Adjustment: +3
Weresmilodon, Smilodon Form
Large Humanoid (Human, Shapechanger)
Hit Dice: 1d8+1 plus 9d8+36 (82 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 17 (-1 size, +2 Dex, +6 natural), touch 11, flat-footed 15
Base Attack/Grapple: +7/+19
Attack: Bite +14 melee (2d6+8/x3)
Full Attack: Bite +14 melee (2d6+8/x3) and 2 claws +12 melee (1d6+4)
Space/Reach: 10 ft./5 ft.
Special Attacks: Augmented critical, curse of lycanthropy, improved grab, pounce, rake 1d6+4
Special Qualities: Alternate form, damage reduction 10/silver, low-light vision, sabre-tooth tiger empathy, scent
Saves: Fort +12, Ref +8, Will +8
Abilities: Str 27, Dex 15, Con 18, Int 8, Wis 11, Cha 10
Skills: Balance +6, Climb +10, Handle Animal +2, Hide +5*, Intimidate +2, Jump +16, Listen +7, Move Silently +9, Spot +7
Feats: Alertness (B), Dodge, Mobility, Spring Attack, Iron Will (B), Multiattack (Bonus), Power Attack
Environment: Cold forests
Organization: Solitary, pair, family (3-4), or troupe (2-4 plus 3-12 smilodons)
Challenge Rating: 9
Treasure: Standard
Alignment: Always neutral
Advancement: By character class
Level Adjustment: +3
Weresmilodon, Hybrid Form
Large Humanoid (Human, Shapechanger)
Hit Dice: 1d8+1 plus 9d8+36 (82 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 17 (-1 size, +2 Dex, +6 natural), touch 11, flat-footed 15
Base Attack/Grapple: +7/+19
Attack: Bite +14 melee (2d6+8/x3); or claw +14 melee (1d6+8); or greataxe +14 melee (3d6+12)
Full Attack: Greataxe +14/+9 melee (3d6+12) and bite +12 melee (2d6+4/x3); or 2 claws +14 melee (1d6+8) and bite +12 melee (2d6+4/x3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Augmented critical, curse of lycanthropy, improved grab, pounce, rake 1d6+4
Special Qualities: Alternate form, damage reduction 10/silver, low-light vision, sabre-tooth tiger empathy, scent
Saves: Fort +12, Ref +8, Will +8
Abilities: Str 27, Dex 15, Con 18, Int 8, Wis 11, Cha 10
Skills: Balance +4, Climb +3, Handle Animal +2, Hide +7*, Intimidate +2, Jump +5, Listen +7, Move Silently +7, Spot +7
Feats: Alertness (B), Dodge, Mobility, Spring Attack, Iron Will (B), Multiattack (Bonus), Power Attack
Environment: Cold forests
Organization: Solitary, pair, family (3-4), or troupe (2-4 plus 3-12 smilodons)
Challenge Rating: 9
Treasure: Standard
Alignment: Always neutral
Advancement: By character class
Level Adjustment: +3
Weresmilodons in humanoid form tend to be large and formidably muscled, with slightly pronounced upper canines. They prefer to dress in simple garments of leather or fur that are easy to remove, repair, or replace.
The weresmilodon presented here is a 1st-level human warrior and natural lycanthrope, using the following base ability scores: Str 13, Dex 11, Con 12, Int 8, Wis 9, Cha 10.
COMBAT
Weresmilodon are canny fighters who prefer to wait for opponents to come to them before attacking, then leap or charge from ambush. Weresmilodon typically fight in hybrid form. They like to use their claws and fangs when charging opponents, since this allows them to use their pounce special attack, but usually rely on artificial weapons in regular melee.
Alternate Form (Su): A weresmilodon can assume the form of a smilodon or a smilodon-humanoid hybrid.
Augmented Critical (Ex): A weresmilodon deals triple damage if it scores a critical hit with its bite attack.
Curse of Lycanthropy (Su): Any humanoid or giant hit by a weresmilodon’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 weresmilodon must hit with a bite or claw attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold and can rake.
Pounce (Ex): If a weresmilodon in animal or hybrid form charges a foe, it can make a full attack with both its claws, a bite, and two rake attacks.
Rake (Ex): A weresmilodon in animal or hybrid form gains two additional claw attacks against grappled foes or foes it pounces on (attack bonus +12, damage 1d6+4). Rake attacks are not subject to the normal -4 penalty for attacking with a natural weapon in a grapple.
Sabre-Tooth Tiger Empathy (Ex): Communicate with tigers, smilodons, and dire tigers, and +4 racial bonus on Charisma-based checks against tigers, smilodons, and dire tigers.
Scent (Ex): A weresmilodon can detect opponents within 30 feet. The exact location is not revealed unless the creature is within 5 feet.
Skills: Weresmilodons gain a +4 racial bonus on Balance, Hide, and Move Silently checks. *In forest terrain, their Hide bonus improves to +8.
Weresmilodon Sabrelord, Elf Form
Elite Weresmilodon Wood Elf 12th-level ranger
Medium Humanoid (Elf, Shapechanger)
Hit Dice: 12d8+24 plus 9d8+45 (163 hp)
Initiative: +3
Speed: 30 ft. (6 squares)
Armor Class: 18 (+2 natural, +3 Dex, +3 masterwork studded leather armor), touch 13, flat-footed 15
Base Attack/Grapple: +18/+21
Attack: Battleaxe +21 melee (1d8+4/19-20/×3); or shortsword +21 melee (1d6+4/17-20); or mighty [+3] composite longbow +21 ranged (1d8+3/×3)
Full Attack: Battleaxe +21/+16/+11/+6 melee (1d8+4/19-20/×3); or battleaxe +19/+14/+9/+4 melee (1d8+3/19-20/×3) and shortsword +19/+14/+9 melee (1d6+1/17-20); or mighty [+3] composite longbow +21/+16/+11/+6 ranged (1d8+3/×3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Combat style, combat style mastery, favored enemy, improved combat style
Special Qualities: Alternate form, animal companion, evasion, low-light vision, sabre-tooth tiger empathy, scent, swift tracker, wild empathy, woodland stride
Saves: Fort +16, Ref +17, Will +11
Abilities: Str 16, Dex 16, Con 15, Int 10, Wis 10, Cha 10
Skills: Balance +7, Handle Animal +9, Hide +22*, Intimidate +12, Listen +14, Move Silently +22, Ride +5, Spot +14, Survival +15
Feats: Alertness (B), Cleave, Dodge, Endurance (B), Greater Two-Weapon Fighting (B), Improved Critical (battleaxe), Improved Critical (short sword), Improved Two-Weapon Fighting (B), Iron Will (B), Mobility, Multiattack (Bonus), Power Attack, Spring Attack, Two-Weapon Fighting (B), Two-Weapon Rend, Track (B)
Environment: Cold forests
Organization: Solitary, pair, family (3-4), or troupe (2-4 plus 3-12 smilodons)
Challenge Rating: 17
Treasure: Standard
Alignment: Always neutral
Advancement: By character class
Level Adjustment: +3
Weresmilodon Sabrelord, Smilodon Form
Elite Weresmilodon Wood Elf 12th-level ranger
Large Humanoid (Elf, Shapechanger)
Hit Dice: 12d8+24 plus 9d8+45 (163 hp)
Initiative: +5
Speed: 40 ft. (8 squares)
Armor Class: 20 (-1 size, +5 Dex, +6 natural), touch 14, flat-footed 15
Base Attack/Grapple: +18/+32
Attack: Bite +27 melee (2d6+10/x3)
Full Attack: Bite +27 melee (2d6+10/x3) and 2 claws +25 melee (1d6+5)
Space/Reach: 10 ft./5 ft.
Special Attacks: Augmented critical, curse of lycanthropy, improved grab, pounce, rake 1d6+4
Special Qualities: Alternate form, animal companion, damage reduction 10/silver, evasion, low-light vision, sabre-tooth tiger empathy, scent, swift tracker, wild empathy, woodland stride
Saves: Fort +19, Ref +19, Will +11
Abilities: Str 30, Dex 20, Con 21, Int 10, Wis 10, Cha 10
Skills: Balance +9, Handle Animal +9, Hide +20*, Intimidate +12, Listen +14, Move Silently +24, Spot +14, Survival +15
Feats: Alertness (B), Cleave, Dodge, Endurance (B), Greater Two-Weapon Fighting (B), Improved Critical (battleaxe), Improved Critical (short sword), Improved Two-Weapon Fighting (B), Iron Will (B), Mobility, Multiattack (Bonus), Power Attack, Spring Attack, Two-Weapon Fighting (B), Two-Weapon Rend, Track (B)
Environment: Cold forests
Organization: Solitary, pair, family (3-4), or troupe (2-4 plus 3-12 smilodons)
Challenge Rating: 17
Treasure: Standard
Alignment: Always neutral
Advancement: By character class
Level Adjustment: +3
Weresmilodon Sabrelord, Hybrid Form
Elite Weresmilodon Wood Elf 12th-level ranger
Large Humanoid (Elf, Shapechanger)
Hit Dice: 12d8+24 plus 9d8+45 (163 hp)
Initiative: +5
Speed: 40 ft. (8 squares)
Armor Class: 20 (-1 size, +5 Dex, +6 natural), touch 14, flat-footed 15
Base Attack/Grapple: +18/+32
Full Attack: Battleaxe +25/+20/+15/+10 melee (2d6+10) and shortsword +25/+20/+15 melee (1d8+5/19-20) and bite +25 melee (2d6+5/x3); or battleaxe +25/+20/+15/+10 melee (2d6+10) and claw +25 melee (1d6+5) and bite +25 melee (2d6+5/x3); or 2 claws +27 melee (1d6+10) and bite +25 melee (2d6+5/x3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Augmented critical, combat style, combat style mastery, curse of lycanthropy, favored enemy, improved grab, improved combat style, pounce, rake 1d6+4
Special Qualities: Alternate form, animal companion, damage reduction 10/silver, evasion, low-light vision, sabre-tooth tiger empathy, scent, swift tracker, wild empathy, woodland stride
Saves: Fort +19, Ref +19, Will +11
Abilities: Str 30, Dex 20, Con 21, Int 10, Wis 10, Cha 10
Skills: Balance +9, Handle Animal +9, Hide +20*, Intimidate +12, Listen +14, Move Silently +24, Ride +7, Spot +14, Survival +15
Feats: Alertness (B), Cleave, Dodge, Endurance (B), Greater Two-Weapon Fighting (B), Improved Critical (battleaxe), Improved Critical (short sword), Improved Two-Weapon Fighting (B), Iron Will (B), Mobility, Multiattack (Bonus), Power Attack, Spring Attack, Two-Weapon Fighting (B), Two-Weapon Rend, Track (B)
Environment: Cold forests
Organization: Solitary, pair, family (3-4), or troupe (2-4 plus 3-12 smilodons)
Challenge Rating: 17
Treasure: Standard
Alignment: Always neutral
Advancement: By character class
Level Adjustment: +3
The sabrelord presented here is a 12th-level wood elf ranger and natural lycanthrope, using the following base ability scores: Str 16, Dex 16, Con 15, Int 10, Wis 8, Cha 10.
COMBAT
Weresmilodon are canny fighters who prefer to wait for opponents to come to them before attacking, then leap or charge from ambush. Weresmilodon typically fight in hybrid form. They like to use their claws and fangs when charging opponents, since this allows them to use their pounce special attack, but usually rely on artificial weapons in regular melee.
Alternate Form (Su): A weresmilodon can assume the form of a smilodon or a smilodon-humanoid hybrid.
Augmented Critical (Ex): A weresmilodon deals triple damage if it scores a critical hit with its bite attack.
Curse of Lycanthropy (Su): Any humanoid or giant hit by a weresmilodon’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 weresmilodon must hit with a bite or claw attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold and can rake.
Pounce (Ex): If a weresmilodon in animal or hybrid form charges a foe, it can make a full attack with both its claws, a bite, and two rake attacks.
Rake (Ex): A weresmilodon in animal or hybrid form gains two additional claw attacks against grappled foes or foes it pounces on (attack bonus +12, damage 1d6+4). Rake attacks are not subject to the normal -4 penalty for attacking with a natural weapon in a grapple.
Sabre-Tooth Tiger Empathy (Ex): Communicate with tigers, smilodons, and dire tigers, and +4 racial bonus on Charisma-based checks against tigers, smilodons, and dire tigers.
Scent (Ex): A weresmilodon can detect opponents within 30 feet. The exact location is not revealed unless the creature is within 5 feet.
Skills: Weresmilodons gain a +4 racial bonus on Balance, Hide, and Move Silently checks. *In forest terrain, their Hide bonus improves to +8.
Dire Werewolf
Dire Werewolf, Half-Orc Form
Medium Humanoid (Half-Orc, Shapechanger)
Hit Dice: 1d8+1 plus 6d8+24 (56 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 16 (+2 natural, +4 chain shirt), touch 10, flat-footed 16
Base Attack/Grapple: +5/+7
Attack: Greataxe +8 melee (1d12+3/×3); or heavy crossbow +5 ranged (1d10/19-20)
Full Attack: Greataxe +8 melee (1d12+3/×3); or heavy crossbow +5 ranged (1d10/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Alternate form, darkvision 60 ft., low-light vision, dire wolf empathy, scent
Saves: Fort +8, Ref +5, Will +7
Abilities: Str 15, Dex 11, Con 12, Int 8, Wis 11, Cha 6
Skills: Handle Animal +0*, Hide +1**, Intimidate +0*, Listen +6, Move Silently +2, Spot +6, Survival +1
** includes -2 armor check penalty
Feats: Alertness (B), Iron Will (B), Run, Track (B), Multiattack (B), Weapon Focus (bite), Weapon Focus (greataxe)
Environment: Temperate forests
Organization: Solitary, pair, family (3-4), or troupe (2-4 plus 3-12 dire wolves)
Challenge Rating: 7
Treasure: Standard
Alignment: Always neutral
Advancement: By character class
Level Adjustment: +3
Dire Werewolf, Dire Wolf Form
Large Humanoid (Half-Orc, Shapechanger)
Hit Dice: 1d8+1 plus 6d8+24 (56 hp)
Initiative: +2
Speed: 50 ft. (10 squares)
Armor Class: 16 (-1 size, +2 Dex, +5 natural), touch 11, flat-footed 14
Base Attack/Grapple: +5/+18
Attack: Bite +14 melee (1d8+13)
Full Attack: Bite +14 melee (1d8+13)
Space/Reach: 10 ft./5 ft.
Special Attacks: Curse of lycanthropy, trip
Special Qualities: Alternate form, damage reduction 10/silver, darkvision 60 ft., low-light vision, dire wolf empathy, scent
Saves: Fort +11, Ref +7, Will +7
Abilities: Str 29, Dex 15, Con 18, Int 8, Wis 11, Cha 6
Skills: Handle Animal +0*, Hide -1, Intimidate +0*, Listen +6, Move Silently +4, Spot +6, Survival +1*
Feats: Alertness (B), Iron Will (B), Run, Track (B), Multiattack (B), Weapon Focus (bite), Weapon Focus (greataxe)
Environment: Temperate forests
Organization: Solitary, pair, family (3-4), or troupe (2-4 plus 3-12 dire wolves)
Challenge Rating: 7
Treasure: Standard
Alignment: Always neutral
Advancement: By character class
Level Adjustment: +3
Dire Werewolf, Hybrid Form
Large Humanoid (Half-Orc, Shapechanger)
Hit Dice: 1d8+1 plus 6d8+24 (56 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 16 (-1 size, +2 Dex, +5 natural), touch 11, flat-footed 14
Base Attack/Grapple: +5/+18
Attack: Greataxe +14 melee (3d6+13/×3); or bite +14 melee (1d8+9); or claw +13 melee (1d6+9)
Full Attack: Greataxe +14 melee (3d6+13/×3) and bite +12 melee (1d8+4); or 2 claws +13 melee (1d6+9) and bite +12 melee (1d8+4)
Space/Reach: 10 ft./10 ft.
Special Attacks: Curse of lycanthropy, trip
Special Qualities: Alternate form, damage reduction 10/silver, darkvision 60 ft., low-light vision, dire wolf empathy, scent
Saves: Fort +11, Ref +7, Will +7
Abilities: Str 29, Dex 15, Con 18, Int 8, Wis 11, Cha 6
Skills: Handle Animal +0*, Hide -1, Intimidate +0*, Listen +6, Move Silently +4, Spot +6, Survival +1*
Feats: Alertness (B), Iron Will (B), Run, Track (B), Multiattack (B), Weapon Focus (bite), Weapon Focus (greataxe)
Environment: Temperate forests
Organization: Solitary, pair, family (3-4), or troupe (2-4 plus 3-12 dire wolves)
Challenge Rating: 7
Treasure: Standard
Alignment: Always neutral
Advancement: By character class
Level Adjustment: +3
Dire werewolves in humanoid form are powerfully built, with a savage cast to their features. They often have mottled hair, usually grey with dark grey and black spots and patches, but a few have black hair with pale patches or white with darker patches.
The dire werewolf presented here is based on a 1st-level half-orc warrior and natural lycanthrope, using the following base ability scores: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.
COMBAT
In dire wolf or hybrid form, a dire werewolf can trip just as a normal dire wolf does. A dire werewolf in hybrid form often dispenses with weapon attacks, though it can wield a weapon and use its bite as a secondary natural attack.
Alternate Form (Su): A dire werewolf can assume a bipedal hybrid form or the form of a dire wolf.
Curse of Lycanthropy (Su): Any humanoid or giant hit by a dire werewolf’s bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.
Trip (Ex): A dire werewolf in animal or hybrid form that hits with a bite attack can attempt to trip the opponent (+13 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 dire werewolf has a +2 racial bonus on Hide, Listen, Move Silently, and Spot checks.
*A dire werewolf in hybrid or wolf form gains a +4 racial bonus on Survival checks when tracking by scent.
Originally appeared in Dragon Magazine #40 (1980) as "weredire" and "weresaber".