Shifter (CR 1/2)
Medium Humanoid (Shapechanger)
Alignment: Usually neutral
Initiative: +1 (Dex); Senses: Spot +1 and listen +1
AC: 15 (+1 Dex, +3 studded leather, +1 light shield), touch 11, flat-footed 14
Hit Dice: 1d8+1 (5 hp)
Fort +3, Ref +1, Will -1
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +1; Grapple +2
Attack: Battleaxe +2 melee or throwing axe +2 ranged
Full Attack: Battleaxe +2 melee or throwing axe +2 ranged
Damage: Battleaxe 1d8+1/x3, throwing axe 1d6+1
Special Attacks/Actions: Shifting 1/day (longtooth)
Abilities: Str 13, Dex 13, Con 12, Int 8, Wis 9, Cha 6
Special Qualities: Shifter traits, 1st-level Warrior
Skills: Balance +2, Climb +2, Jump +2, Spot +1, and listen +1
Advancement: By character class
Climate/Terrain: Temperate plains
Organization: Solitary, gang (2-4), pack (5-12 plus 30% noncombatants plus 2 3rd-level elders and 1 chief of 5th-8th level)
Monster Manual III
Shifters are aggressive and feral in their approach to combat. When they feel superior to their opponents, they often stalk them like prey, remaining concealed until they can strike with surprise. They avoid stronger opponents but fight wildly if they are forced to.
Shifting (Su): A shifter can tap into his lycanthropic heritage to gain short bursts of physical power. Once per day, a shifter can enter a state that is superficially similar to barbarian's rage. Each shifter has one of six shifter traits - characteristic that manifests when he is shifting. Each shifter trait provides a +2 bonus to a physical ability score (Strength, Dexterity, or Constitution) and grants some other advantage as well.
Shifting is a free action and lasts for a number of rounds equal to 3 + the shifter's Con modifier. (If a shifter trait or other effect increases the shifter's Con modifier, use the newly improved modifier.) A shifter can take feats to improve this ability (see Shifter Feats, below). Every shifter feat a shifter takes increases the duration of shifting by round. For every two shifter feats a shifter takes, the number of times per day he can tap into the ability increases by one. So, a shifter with two shifter feats can shift two times per day (instead of the usual one), and each use of the ability lasts for a number of rounds equal to 5 (instead of 3) + the shifter's Con modifier.
Shifting, though related to and developed from lycanthropy, is neither an affliction nor a curse. It is not passed on by bite or claw attacks, and a shifter can't be cured - shifting is a natural ability for the race.
Shifter Racial Traits (Ex): All shifters have the following racial traits.
- Low-light vision.
- +2 racial bonus on Balance, Climb, and Jump checks.
- Bonus Languages: Elven, Gnome, Halfling and Sylvan.
Each shifter has one special trait from among those described below.
Beasthide (Su): While shifting, a beast-hide shifter gains a +2 bonus to Constitution and natural armor that provides a +2 bonus to AC.
Cliffwalk (Su): While shifting, a cliffwalk shifter gains a +2 bonus to Dexterity and has a climb speed of 20 feet.
Longstride (Su): While shifting, a longstride shifter gains a +2 bonus to Dexterity and a bonus of +10 feet to his base land speed.
Longtooth (Su): While shifting, a longtooth shifter gains a +2 bonus to Strength and grows fangs that can be used as a natural weapon, dealing 1d6 points of damage (plus an additional +1 for every four character levels he has) with a successful bite attack. He cannot attack more than once each round with his bite, even if his base attack bonus is high enough to give him multiple attacks. He can use his bite as a secondary attack (taking a -5 penalty on his attack roll) while wielding a weapon.
Razorclaw (Su): While shifting, a razorclaw shifter gains a +2 bonus to Strength and grows claws that can be used as natural weapons. These claws deal 1d4 points of damage (plus an additional +1 for every four character levels he has) with each successful attack. He can attack with one claw as a standard action or with two claws as a full attack action (as a primary natural weapon). He cannot attack more than once per round with a single claw, even if his base attack bonus is high enough to give him multiple attacks. He can attack with a claw as a light off-hand weapon while wielding a weapon in his primary hand, but all his attacks in that round take a -2 penalty.
Wildhunt (Su): While shifting, a wildhunt shifter gains a +2 bonus to Constitution and the scent ability. This ability allows the shifter to detect approaching enemies, sniff out hidden foes, and track by sense of smell. A wildhunt shifter can identify familiar odors just as a human does familiar sights.
A wildhunt shifter can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. These stronger scents block other scents, so they can sometimes be used to confuse or hamper this shifter trait.
When a wildhunt shifter detects a scent, the exact location of the source isn't revealed - only its presence somewhere within range. The shifter can take a move action to note the direction of the scent. Whenever the shifter comes within 15 feet of the source, he pinpoints the source's location.
While shifting, a wildhunt shifter who has the Track feat can follow tracks by smell, making Wisdom (or Survival) checks to find or follow a trail. The typical DC for a fresh trail is 10 (regardless of the surface that holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures producing the odor, and the age of the trail. For each hour that the trail grows cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat.
Wildhunt shifters tracking by scent ignore the effects of surface conditions and poor visibility.
When not shifted, a wildhunt shifter gains a +2 bonus to Survival checks due to the lingering effects of the scent ability.
A shapechanger has the supernatural ability to assume one or more alternate forms. Many magical effects allow some kind of shape shifting, and not every creature that can change shapes has the shapechanger subtype.
Traits: A shapechanger possesses the following traits (unless otherwise noted in a creature's entry).
- Proficient with its natural weapons, with simple weapons, and with any weapons mentioned in the creature's description.
- Proficient with any armor mentioned in the creature's description, as well as all lighter forms. If no form of armor is mentioned, the shapechanger is not proficient with armor. A shapechanger is proficient with shields if it is proficient with any type of armor.