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.
Skill Breakdown
Handle Animal 2, Hide 1, Intimidate 2, Listen 2, Move Silently 0, Spot 2, Survival 1
Orcform: Str 15, Dex 11, Con 12, Int 8, Wis 11, Cha 6
Handle Animal +0*, Hide +1**, Intimidate +0*, Listen +6, Move Silently +2, Spot +6, Survival +1
** includes -2 armor check penalty
Wereform: Str 29, Dex 15, Con 18, Int 8, Wis 11, Cha 6
Str 15, Dex 11, Con 12, Int 8, Wis 11, Cha 6
Handle Animal +0*, Hide -1, Intimidate +0*, Listen +6, Move Silently +4, Spot +6, Survival +1*