Wolfwere (CR 4)
AC: 17 (+2 Dex, +5 natural), touch 12, flat-footed 15
Hit Dice: 5d8+5 (27 hp); DR: 10/silver
Fort +5, Ref +6, Will +7
Speed: 30 ft. (50 ft. in wolf form)
Space: 5 ft./5 ft.
Base Attack +5; Grapple +0
Attack: Bite +5 melee
Full Attack: Bite +5 melee
Damage: Bite 1d6+1
Special Attacks/Actions: Song of lethargy
Abilities: Str 13, Dex 15, Con 13, Int 16, Wis 16, Cha 14
Special Qualities: SR 13, alternate form
Feats: Alertness; Improved Initiative; Scent; Track; Weapon Finesse (bite)
Skills: Bluff +10, Disguise +9, Hide +5, Listen +10, Move Silently +5, Spot +10, and Survival +8
Advancement: By character class
Climate/Terrain: Temperate land
Organization: Solitary or gang (2-4)
Song of Lethargy (Ex): 60-foot spread, Will save (DC 14) negates; or affected as by a slow spell as cast by an 8th-level sorcerer. Whether the save is successful or not, the creature cannot be affected by the song of lethargy from that wolfwere for one day.
Alternate Form (Su): A wolfwere's natural form is that of a wolf. It can assume two other forms. The first is a Medium-size humanoid. The second from is that of a Medium-size, wolf-humanoid hybrid. Changing forms is a standard action.
In humanoid form, the wolfwere gains all the abilities of the form (for example, a wolfwere in dwarf form has dwarven racial traits). The wolfwere keeps its ability scores and can use its song of lethargy. It loses it special qualities of damage reduction and spell resistance, and it cannot use its bite attack.
In hybrid form, a wolfwere looks like a bipedal wolf. The wolfwere can use weapons and natural attacks, and all of its special attacks and special qualities in this form.
A wolfwere remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does the wolfwere revert to its natural form when killed. A true seeing spell, however, reveals its natural form if it is in humanoid or hybrid form.
The wolfwere usually changes into its humanoid form when it detects the approach of living creatures. It will disguise itself as a pilgrim, minstrel, merchant, etc. It usually carries a stringed instrument, so as not to arouse suspicion when it uses its song of lethargy.
When ready to attack, the wolfwere changes shape into its hybrid form. It will almost always assume this shape when engaged in combat, as it gains the ability to use weapons, as well as utilizing its bite. In hybrid form, a wolfwere favors the battleaxe or bastard sword.
If attacked in its full humanoid form, the wolfwere will seek escape, long enough to assume its hybrid form.
The Wolfwere first appeared in S4 The Lost Caverns of Tsojcanth (Gary Gygax, 1982).
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.