Werewolf Hybrid Form (CR 3)
Medium Humanoid (Human and Shapechanger)
Alignment: Always chaotic evil
Initiative: +6 (+2 Dex, +4 Improved Initiative) ; Senses: low-light vision, scent, Listen +1, and Spot +1
AC: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14
Hit Dice: 1d8+1 plus 2d8+6 (20 hp); DR: 10/silver
Fort +8, Ref +5, Will +2
Speed: 30 ft.
Space: 5 ft. by 5 ft.
Base Attack +2; Grapple +4
Attack: Claw +4 melee
Full Attack: 2 claws +4 melee and bite +0 melee
Damage: Unarmed strike 1d3 subdual; bite 1d6+1
Special Attacks/Actions: Trip, curse of lycanthropy as wolf or hybrid
Abilities: Str 15, Dex 15, Con 16, Int 10, Wis 11, Cha 8
Special Qualities: Alternate form, Wolf empathy
Feats: Improved Initiative; Iron Will; Stealthy; Track; Weapon Finesse (bite)
Skills: Handle Animal +1, Hide +6, Listen +1, Move Silently +6, Spot +1, and Survival +2*
Advancement: By character class
Climate/Terrain: Temperate forest
Organization: Solitary, pair, pack (6-10), or troupe (2-5 plus 5-8 wolves)
Lycanthropes in their natural forms use whatever tactics are favored by their people, though they tend to be slightly more aggressive. Lycanthropes in animal or hybrid form fight like the animal they resemble.
Werewolves can assume a hybrid form as well as an animal form. In hybrid or wolf form, they can trip just as normal wolves do.
Alternate Form (Su): A werewolf can assume a bipedal hybrid form or the form of a wolf. The bipedal form is about 6 feet tall, with a short tail, and covered in fur. The legs are like those of a wolf and the head combines humanoid and lupine features in degrees that vary from one werewolf to the next. The animal form is that fully grown wolf without any trace of human features.
Trip (Ex): A werewolf that hits with a bite attack attempt to trip the opponent as a free action without making a touch attack a provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the werewolf.
Skills: A werewolf in hybrid or wolf form gains a +4 racial bonus to Survival checks when tracking by scent.
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.