Werewolf Lord, Hybrid Form* (CR 14)
AC: 19 (-1 size, +4 Dex, +6 natural), touch 13, flat-footed 15
Hit Dice: 10d10+20 plus 6d8+30; DR: 10/silver
Fort +17, Ref +12, Will +11
Speed: 30 ft.
Space: 10 ft./10 ft.
Base Attack +14; Grapple +27
Attack: Claw +24 melee or +2 bastard sword +27 melee
Full Attack: 2 claws +24 melee and bite +20 melee ; or +2 bastard sword +27/+22/+17 melee and bite +20 melee
Damage: Claws 1d6+11, bite 2d6+5/19-20, +2 bastard sword 2d8+15/17-20
Special Attacks/Actions: Curse of lycanthropy
Abilities: Str 32, Dex 18, Con 20, Int 10, Wis 12, Cha 12
Special Qualities: Alternate form, wolf empathy
Feats: Alertness, Cleave, Combat Reflexes, Exotic Weapon Proficiency (bastard Sword), Improved Critical (bastard sword), Improved Critical (bite), Improved Natural Armor, Improved Natural Attack (bite), Iron Will, Power Attack, Run, Stealthy, Track, Weapon Focus (bastard sword), Weapon Focus (bite), Weapon Specialization (bastard sword)
Skills: Handle Animal +4, Hide +6, Listen +9, Move Silently +12, Spot +13, and Survival +5
Advancement: By character class
Climate/Terrain: Temperate forests
Organization: Solitary, pair, or pack (1-2 werewolf lords plus 2–4 werewolves plus 5–8 wolves)
Curse of Lycanthropy (Su): Any humanoid or giant hit by a werewolf lord's bite attack in wolf or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.
Trip (Ex): A werewolf lord in dire wolf form that hits with a bite attack can attempt to trip the opponent (+15 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 lord.
Wolf Empathy (Ex): Communicate with wolves and dire wolves, and +4 racial bonus on Charisma-based checks against wolves and dire wolves.
Skills: *A werewolf lord in hybrid or wolf form gains a +4 racial bonus on Survival checks when tracking by scent.
Possessions: +2 mithral chain shirt, +3 heavy shield, +2 bastard sword, gauntlets of ogre power, cloak of resistance +2, masterwork composite longbow (+4 Str bonus).
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.