Monsters


Kobold - Lycanthrope

KOBOLD

Kobold, 1st-Level Warrior
Small Humanoid (Reptilian)
Hit Dice: 1d8 (4 hp) Initiative: +1 Speed: 30 ft. (6 squares) Armor Class: 15 (+1 size, +1 Dex, +1 natural, +2 leather), touch 12, flat-footed 14 Base Attack/Grapple: +1/–4 Attack: Spear +1 melee (1d6–1/x3) or sling +3 ranged (1d3) Full Attack: Spear +1 melee (1d6–1/x3) or sling +3 ranged (1d3) Space/Reach: 5 ft./5 ft. Special Attacks: — Special Qualities: Darkvision 60 ft., light sensitivity Saves: Fort +2, Ref +1, Will –1 Abilities: Str 9, Dex 13, Con 10, Int 10, Wis 9, Cha 8 Skills: Craft (trapmaking) +2, Hide +6, Listen +2, Move Silently +2, Profession (miner) +2, Search +2, Spot +2 Feats: Alertness Environment: Temperate forests Organization: Gang (4–9), band (10–100 plus 100% noncombatants plus 1 3rd-level sergeant per 20 adults and 1 leader of 4th–6th level), warband (10–24 plus 2–4 dire weasels), tribe (40–400 plus 1 3rd-level sergeant per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th–8th level, and 5–8 dire weasels) Challenge Rating: 1/4 Treasure: Standard Alignment: Usually lawful evil Advancement: By character class Level Adjustment: +0
This humanoid is about the size of a gnome or halfling. It has a scaly hide, a naked tail like that of a rat, and a doglike head with two small horns.

Kobolds are short, reptilian humanoids with cowardly and sadistic tendencies.

A kobold’s scaly skin ranges from dark rusty brown to a rusty black color. It has glowing red eyes. Its tail is nonprehensile. Kobolds wear ragged clothing, favoring red and orange.

Kobolds usually consume plants or animals but are not averse to eating intelligent beings. They spend most of their time fortifying the land around their lairs with traps and warning devices (such as spiked pits, tripwires attached to crossbows, and other mechanical contraptions).

Kobolds hate almost every other sort of humanoid or fey, especially gnomes and sprites.

A kobold is 2 to 2-1/2 feet tall and weighs 35 to 45 pounds.

Kobolds speak Draconic with a voice that sounds like that of a yapping dog.

COMBAT

Kobolds like to attack with overwhelming odds - at least two to one - or trickery; should the odds fall below this threshold, they usually flee. However, they attack gnomes on sight if their numbers are equal.

They begin a fight by slinging bullets, closing only when they can see that their foes have been weakened. Whenever they can, kobolds set up ambushes near trapped areas. They aim to drive enemies into the traps, where other kobolds wait to pour flaming oil over them, shoot them, or drop poisonous vermin onto them.

Light Sensitivity (Ex): Kobolds are dazzled in bright sunlight or within the radius of a daylight spell.

Skills: Kobolds have a +2 racial bonus on Craft (trapmaking), Profession (miner), and Search checks.

The kobold warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.

Challenge Rating: Kobolds with levels in NPC classes have a CR equal to their character level –3.

KOBOLD SOCIETY

Kobolds live in dark places, usually underground locations and overgrown forests. They are good miners and often live in the mines they are developing. A kobold tribe sends out warbands that patrol within a 10-mile radius from the lair, attacking any intelligent creatures that enter their territory. Kobolds usually kill prisoners for food but occasionally sell some of them as slaves. Their nasty habits and their distrust of most other beings mean that they have many enemies.

A kobold lair has one noncombatant child and one egg per ten adults.

The patron deity of the kobolds is Kurtulmak, who despises all living creatures except kobolds.

KOBOLD CHARACTERS

Kobold characters possess the following racial traits.

  • –4 Strength, +2 Dexterity, –2 Constitution.

  • Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters.

  • A kobold’s base land speed is 30 feet.

  • Darkvision out to 60 feet.

  • Racial Skills: A kobold character has a +2 racial bonus on Craft (trapmaking), Profession (miner), and Search checks.

  • Racial Feats: A kobold character gains feats according to its character class.

  • +1 natural armor bonus.

  • Special Qualities (see above): Light sensitivity.

  • Automatic Languages: Draconic. Bonus Languages: Common, Undercommon.

  • Favored Class: Sorcerer.

  • Level adjustment +0.

KRAKEN

Gargantuan Magical Beast (Aquatic) Hit Dice: 20d10+180 (290 hp) Initiative: +4 Speed: Swim 20 ft. (4 squares) Armor Class: 20 (–4 size, +14 natural), touch 6, flat-footed 20 Base Attack/Grapple: +20/+44 Attack: Tentacle +28 melee (2d8+12/19–20) Full Attack: 2 tentacles +28 melee (2d8+12/19–20) and 6 arms +23 melee (1d6+6) and bite +23 melee (4d6+6) Space/Reach: 20 ft./15 ft. (60 ft. with tentacle, 30 ft. with arm) Special Attacks: Improved grab, constrict 2d8+12 or 1d6+6 Special Qualities: Darkvision 60 ft., ink cloud, jet, low-light vision, spell-like abilities Saves: Fort +21, Ref +12, Will +13 Abilities: Str 34, Dex 10, Con 29, Int 21, Wis 20, Cha 20 Skills: Concentration +21, Diplomacy +7, Hide +0, Intimidate +16, Knowledge (geography) +17, Knowledge (nature) +16, Listen +30, Search +28, Sense Motive +17, Spot +30, Survival +5 (+7 following tracks), Swim +20, Use Magic Device +16 Feats: Alertness, Blind-Fight, Combat Expertise, Improved Critical (tentacle), Improved Initiative, Improved Trip, Iron Will Environment: Temperate aquatic Organization: Solitary Challenge Rating: 12 Treasure: Triple standard Alignment: Usually neutral evil Advancement: 21–32 HD (Gargantuan); 33–60 HD (Colossal) Level Adjustment: —
This creature resembles an immense squid, with a streamlined body, two staring eyes, and a mass of tentacles. Its body is approximately 30 feet long and protected by layers of thick muscle.

Aggressive, cruel, and highly intelligent, krakens rule entire undersea regions. Though these behemoths are rarely seen on the surface, stories tell of ships dragged under and islands scoured of life by these monsters.

Krakens make their lairs thousands of feet below the ocean surface. They frequently inhabit huge cavern complexes that include sections filled with breathable air, where they imprison and breed humanoid slaves to serve and feed them.

Six of the beast’s tentacles are shorter arms about 30 feet long; the remaining two are nearly 60 feet long and covered with barbs. Its beaklike mouth is located where the tentacles meet the lower portion of its body.

Krakens speak Common and Aquan.

COMBAT

Krakens strike their opponents with their barbed tentacles, then grab and crush with their arms or drag victims into their huge jaws. An opponent can make sunder attempts against a kraken’s tentacles or arms as if they were weapons. A kraken’s tentacles have 20 hit points, and its arms have 10 hit points. If a kraken is currently grappling a target with one tentacle or arm, it usually uses another limb to make its attack of opportunity against the sunder attempt. Severing a kraken’s tentacle or arm deals damage to the kraken equal to half the limb’s full normal hit points. A kraken usually withdraws from combat if it loses both tentacles or three of its arms. A kraken regrows severed limbs in 1d10+10 days.

Improved Grab (Ex): To use this ability, the kraken must hit with an arm or tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Constrict (Ex): A kraken deals automatic arm or tentacle damage with a successful grapple check.

Jet (Ex): A kraken can jet backward once per round as a full-round action, at a speed of 280 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.

Ink Cloud (Ex): A kraken can emit a cloud of jet-black ink in an 80-foot spread once per minute as a free action. The cloud provides total concealment, which the kraken normally uses to escape a fight that is going badly. Creatures within the cloud are considered to be in darkness.

Spell-Like Abilities:Caster level 9th. The save DC is Charisma-based.

1/day - control weather, control winds, dominate animal (DC 18), resist energy.

Skills: A kraken has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

KRENSHAR

Medium Magical Beast Hit Dice: 2d10 (11 hp) Initiative: +2 Speed: 40 ft. (8 squares) Armor Class: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13 Base Attack/Grapple: +2/+2 Attack: Bite +2 melee (1d6) Full Attack: Bite +2 melee (1d6) and 2 claws +0 melee (1d4) Space/Reach: 5 ft./5 ft. Special Attacks: Scare Special Qualities: Darkvision 60 ft., low-light vision, scent Saves: Fort +3, Ref +5, Will +1 Abilities: Str 11, Dex 14, Con 11, Int 6, Wis 12, Cha 13 Skills: Hide +4, Jump +9, Listen +3, Move Silently +6 Feats: Multiattack, TrackB Environment: Temperate forests Organization: Solitary, pair, or pride (6–10) Challenge Rating: 1 Treasure: None Alignment: Usually neutral Advancement: 3–4 HD (Medium); 5–8 HD (Large) Level Adjustment: +2
This creature seems to combine the worst features of a wolf and a hyena. It has a shaggy, spotted coat, a bristling mane along its spine, and a long, bushy tail.

The krenshar is a strange, catlike carnivore with extremely flexible skin on its head.

A typical krenshar measures 4 or 5 feet in length with a long, narrow head. It weighs about 175 pounds. Males and females hunt together, preferring herd animals for food but attacking humanoids when game becomes scarce. Krenshars are very social among their own kind, and occasional attempts to domesticate cubs have produced fierce and loyal companions. They otherwise behave much like mundane great cats. A lair contains cubs numbering half the adult total.

COMBAT

Krenshars use solitary scouts to drive prey into the waiting clutches of the pride. The scout appears from hiding, uses its scare ability, then chases the fleeing target to join the attack.

Scare (Ex or Su): As a standard action, a krenshar can pull the skin back from its head, revealing the musculature and bony structures of its skull. This alone is usually sufficient to scare away foes (treat as a Bluff check with a +3 bonus).

Combining this scare ability with a loud screech produces an unsettling effect that works like a scare spell from a 3rd-level caster (Will DC 13 partial). A creature that successfully saves cannot be affected again by the same krenshar’s scare ability for 24 hours. The shriek does not affect other krenshars. This is a supernatural, sonic mind-affecting fear effect. The save DC is Charisma-based.

Skills: Krenshars have a +4 racial bonus on Jump and Move Silently checks.

KUO-TOA

Medium Monstrous Humanoid (Aquatic) Hit Dice: 2d8+2 (11 hp) Initiative: +0 Speed: 20 ft. (4 squares), swim 50 ft. Armor Class: 16 (+6 natural) or 18 (+6 natural, +2 heavy wooden shield), touch 10, flat-footed 16 or 18 Base Attack/Grapple: +2/+3 Attack: Shortspear +3 melee (1d6+1) or bite +3 melee (1d4+1) Full Attack: Shortspear +3 melee (1d6+1) and bite –2 melee (1d4) Space/Reach: 5 ft./5 ft. Special Attacks: Lightning bolt, pincer staff Special Qualities: Adhesive, amphibious, immunity to poison and paralysis, keen sight, light blindness, resistance to electric- ity 10, slippery Saves: Fort +3, Ref +3, Will +5 Abilities: Str 13, Dex 10, Con 13, Int 13, Wis 14, Cha 8 Skills: Craft or Knowledge (any one) +4, Escape Artist +8, Listen +7, Move Silently +3, Search +8, Spot +11, Swim +9 Feats: AlertnessB, Great Fortitude Environment: Temperate aquatic Organization: Patrol (2–4 plus 1 3rd-level whip), squad (6–11 plus 1 or 2 3rd-level whips, 1 or 2 4th-level monitors, and 1 8th-level fighter), band (20–50 plus 100 noncombatants plus 2 3rd-level whips, 2 8th-level fighters, and 1 10th-level fighter), or tribe (40–400 plus 1 3rd-level whip per 20 adults, 1 4th-level monitor, 4 8th-level fighters, 1 10th-level whip, and 2 10th- level fighters) Challenge Rating: 2 Treasure: Standard Alignment: Often neutral evil Advancement: By character class Level Adjustment: +3
This humanoid is a little shorter than a human. Its rounded body is covered with fine scales, giving it the appearance of being pudgy or bloated. The arms and legs are slender, almost willowy, ending in broad hands and distended feet that look much like flippers. Its fishlike, bullet-shaped head has bulging, silver-black eyes and a wide mouth full of sharp teeth.

The kuo-toas are an ancient line of aquatic humanoids noted for their sinister nature and diabolical tendencies.

Although most individuals shun contact with these loathsome creatures, sometimes avoiding them is simply not possible. Kuotoas know much about long-forgotten, ancient evils dwelling in the deepest parts of the ocean.

An average kuo-toa stands roughly 5 feet tall and weighs about 160 pounds.

Although kuo-toas are generally a silver-gray color, their pigmentation changes with their mood. An angry kuo-toa is dark red, while a frightened one becomes pale gray or even white. The air around a kuo-toa carries a strong odor of rotting fish.

Kuo-toas speak Kuo-Toan, Undercommon, and Aquan.

COMBAT

Kuo-toa tactics and weapons vary greatly depending upon the training and skills of the individual encountered. A group of kuo-toa fighters usually fights in formation, throwing spears before closing to melee range.

Lightning Bolt (Su): Two or more kuo-toa clerics (known as whips) operating together can generate a stroke of lightning every 1d4 rounds. The whips must join hands to launch the bolt but need merely be within 30 feet of one another while it builds. The lightning bolt deals 1d6 points of electricity damage per whip, but a successful Reflex save (DC 13 + number of whips) halves this amount.

Pincer Staff: Many kuo-toa fighters and all whips of 7th level or higher carry this Large exotic weapon. A pincer staff deals 1d10 points of bludgeoning damage, threatens a critical hit on a natural 20, and deals double damage on a critical hit. It has a 10-foot reach and cannot be used against an adjacent opponent. A wielder that hits an opponent of at least Small but no larger than Large size can attempt to start a grapple as a free action without provoking an attack of opportunity. If the wielder wins the grapple check, the staff establishes a hold and grabs the opponent, dealing 1d10 points of damage each round the hold is maintained.

Adhesive (Ex): Kuo-toas use their own body oil and other materials to give their shields a finish almost like flypaper, holding fast any creatures or items touching them. Anyone who makes an unsuccessful melee attack against a kuo-toa must succeed on a DC 14 Reflex save, or the attacker’s weapon sticks to the shield and is yanked out of the wielder’s grasp. Creatures using natural weapons are automatically grappled if they get stuck. A kuo-toa requires 1 hour and special materials costing 20 gp to coat a shield with adhesive. The adhesive remains good for up to three days or until it actually catches someone or something (in which case the shield can trap no additional items, since the adhesive is used up). Pulling a stuck weapon or limb from a shield requires a DC 20 Strength check.

Amphibious (Ex): Although kuo-toas breathe by means of gills, they can survive indefinitely on land.

Keen Sight (Ex): Kuo-toas have excellent vision thanks to their two independently focusing eyes. Their eyesight is so keen that they can spot a moving object or creature even if it is invisible or ethereal. Only by remaining perfectly still can such objects or creatures avoid their notice.

Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds kuo-toas for 1 round. On subsequent rounds, they are dazzled while operating in bright light.

Slippery (Ex): All kuo-toas secrete an oily film that makes them difficult to grapple or snare. Webs, magical or otherwise, don’t affect kuo-toas, and they usually can wriggle free from most other forms of confinement.

Skills: Kuo-toas have a +8 racial bonus on Escape Artist checks and a +4 racial bonus on Spot and Search checks. A kuo-toa has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

KUO-TOA SOCIETY

Kuo-toas dwell in subterranean communities that are well supplied with pools for recreation and breeding. They spawn as fish do, raising their young in special pools until their amphibian qualities develop (about a year after hatching).

Thanks to the efforts of the whips, virtually all kuo-toas are devoted worshipers of the goddess Blibdoolpoolp, whom they refer to as the Sea Mother. Every kuo-toa community has at least one shrine to the Sea Mother. Larger communities with major temples serve as hubs for clusters of smaller settlements. These are also centers for intergroup trade and politics. Virtually all kuo-toa communities are open to drow and their servants, who provide useful goods and services, although the drow are both feared and hated by the kuo-toas. This enmity leads to many minor skirmishes and frequent kidnappings between the two societies

KUO-TOA CHARACTERS

A kuo-toa’s favored class is rogue. Most kuo-toa leaders are cleric/rogues or clerics (whips). Kuo-toa clerics worship Blibdoolpoolp. A kuo-toa cleric has access to two of the following domains: Destruction, Evil, or Water. Kuo-toa monks, called monitors, also exist.

LAMIA

Large Magical Beast Hit Dice: 9d10+9 (58 hp) Initiative: +2 Speed: 60 ft. (12 squares) Armor Class: 18 (–1 size, +2 Dex, +7 natural), touch 11, flat-footed 16 Base Attack/Grapple: +9/+17 Attack: Touch +12 melee (1d4 Wisdom drain) or dagger +12 melee (1d6+4/19–20) or claw +12 melee (1d4+4) Full Attack: Touch +12 melee (1d4 Wisdom drain); or dagger +12/+7 melee (1d6+4/19–20) and 2 claws +7 melee (1d4+2) Space/Reach: 10 ft./5 ft. Special Attacks: Spell-like abilities, Wisdom drain Special Qualities: Darkvision 60 ft., low-light vision Saves: Fort +7, Ref +8, Will +7 Abilities: Str 18, Dex 15, Con 12, Int 13, Wis 15, Cha 12 Skills: Bluff +14, Concentration +10, Diplomacy +3, Disguise +1 (+3 acting), Hide +11, Intimidate +3, Spot +11 Feats: Dodge, Iron Will, Mobility, Spring Attack Environment: Temperate deserts Organization: Solitary, pair, or gang (3–4) Challenge Rating: 6 Treasure: Standard Alignment: Usually chaotic evil Advancement: 10–13 HD (Large); 14–27 HD (Huge) Level Adjustment: +4
This creature seems to be a cross between a stunningly attractive human and a sleek lion. It looks human from the waist up, with the body of a lion below that.

Lamias are evil and cruel creatures that take pleasure in causing suffering. They particularly target those who serve the cause of good.

A typical lamia is about 8 feet long and weighs about 700 pounds.

COMBAT

Though a lamia is powerful and dangerous in close combat, it has no stomach for a fair fight. It uses its illusion abilities to lure heroes into perilous situations, and then uses its Spring Attack feat to bound out of the shadows and drain Wisdom from its opponents. When it has sapped the will of its victim, it uses its enchantment abilities to beguile and ensnare the unfortunate soul. A lamia forced into physical combat attacks with a dagger in one of its human hands and a pair of lion-like claws.

Spell-Like Abilities: Caster level 9th. The save DCs are Charisma-based.

At will - disguise self, ventriloquism;

3/day - charm monster (DC 15), major image (DC 14), mirror image, suggestion (DC 14);

1/day - deep slumber (DC 14).

Wisdom Drain (Su): A lamia drains 1d4 points of Wisdom each time it hits with its melee touch attack. (Unlike with other kinds of ability drain attacks, a lamia does not heal any damage when it uses its Wisdom drain.) Lamias try to use this power early in an encounter to make foes more susceptible to charm monster and suggestion.

Skills: Lamias have a +4 racial bonus on Bluff and Hide checks.

LAMMASU

Large Magical Beast Hit Dice: 7d10+21 (59 hp) Initiative: +1 Speed: 30 ft. (6 squares), fly 60 ft.(average) Armor Class: 20 (–1 size, +1 Dex, +10 natural), touch 10, flat-footed 19 Base Attack/Grapple: +7/+17 Attack: Claw +12 melee (1d6+6) Full Attack: 2 claws +12 melee (1d6+6) Space/Reach: 10 ft./5 ft. Special Attacks: Pounce, rake 1d6+3, spells Special Qualities: Darkvision 60 ft., low-light vision, magic circle against evil, spell-like abilities Saves: Fort +8, Ref +8, Will +7 Abilities: Str 23, Dex 12, Con 17, Int 16, Wis 17, Cha 14 Skills: Concentration +13, Diplomacy +4, Knowledge (arcana) +13, Listen +13, Sense Motive +13, Spot +15 Feats: Blind-Fight, Iron Will, Lightning Reflexes Environment: Temperate deserts Organization: Solitary Challenge Rating: 8 Treasure: Standard Alignment: Always lawful good Advancement: 8–10 HD (Large); 11–21 HD (Huge) Level Adjustment: +5
This creature has the golden-brown body of a lion, the wings of a giant eagle, and the face of a human.

Lammasus are noble creatures that are concerned with the welfare and safety of all good beings.

These creatures dwell most often in old, abandoned temples and ruins located in remote areas, where they contemplate how best to combat the influence of evil in the world. Adventurers sometimes seek them out to gain the benefit of their wisdom and their knowledge of ancient mysteries. Lammasus receive good beings and creatures cordially and usually offer assistance if the visitor is directly combating evil. They tolerate neutral beings but watch them carefully. They do not tolerate the presence of evil beings, attacking them on sight.

The demeanor of a lammasu is noble and stern, but these creatures can be quite compassionate.

A typical lammasu is about 8 feet long and weighs about 500 pounds.

Lammasus speak Common, Draconic, and Celestial.

COMBAT

A lammasu attacks with spells or its razor-sharp claws. It almost always enters combat if it observes a good creature being threatened by evil.

Spells: A lammasu casts spells as a 7th-level cleric, and can choose spells from the cleric spell list, plus any two of the following domains: Good, Healing, Knowledge, or Law.

Typical Cleric Spells Prepared (6/6/5/4/2; save DC 13 + spell level):

0 - detect magic, guidance (2), light, read magic, resistance;

1st - bless (2), detect evil, divine favor, entropic shield, protection from evil*;

2nd - aid*, bear’s endurance, bull’s strength, lesser restoration, resist energy;

3rd - daylight, dispel magic, magic circle against evil*, remove curse;

4th - holy smite*, neutralize poison.

*Domain spell. Domains: Good and Healing.

Magic Circle against Evil (Su): A lammasu radiates a continuous magic circle against evil that affects a 20-foot radius.

Spell-Like Abilities: Caster level 7th.

2/day - greater invisibility (self only);

1/day - dimension door.

Pounce (Ex): If a lammasu charges a foe, it can make a full attack, including two rake attacks.

Rake (Ex): Attack bonus +12 melee, damage 1d6+3.

Skills: Lammasus have a +2 racial bonus on Spot checks.

GOLDEN PROTECTOR
Celestial Half-Gold Dragon Lammasu Large Dragon (Extraplanar) Hit Dice: 10d12+60 (125 hp) Initiative: +3 Speed: 30 ft. (6 squares), fly 60 ft.(average) Armor Class: 29 (-1 size, +3 Dex, +14 natural, +2 bracers of armor +2, +1 ring of protection +1), touch 13, flat-footed 26 Base Attack/Grapple: +10/+23 Attack: Claw +19 melee (1d6+9) Full Attack: 2 claws +19 melee (1d6+9) and bite +13 melee (1d8+4) Space/Reach: 10 ft./5 ft. Special Attacks: Breath weapon, pounce, smite evil, rake 1d6+4, spells Special Qualities: Damage reduction 5/magic, darkvision 60 ft., immunity to fire, sleep, and paralysis, low-light vision, magic circle against evil, resistance to acid 10, cold 10, and electricity 10, spell-like abilities, spell resistance 15 Saves: Fort +13, Ref +12, Will +10 Abilities: Str 28, Dex 17, Con 22, Int 18, Wis 20, Cha 18 Skills: Concentration +19, Diplomacy +19, Knowledge (arcana) +17, Knowledge (the planes) +17, Listen +18, Search +17, Sense Motive +18, Spellcraft +19, Spot +20, Survival +18 (+20 other planes and tracking) Feats: Blind-Fight, Iron Will, Lightning Reflexes, Weapon Focus (claw) Environment: Seven Mounting Heavens of Celestia Organization: Solitary Challenge Rating: 13 Treasure: Standard Alignment: Lawful good Advancement: 11–21 HD (Huge) Level Adjustment: +10

Child of a celestial lammasu and a gold dragon, the golden protector has migrated to the Material Plane to more actively combat evil.

Combat

The golden protector’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Breath Weapon (Su): 30-foot cone, 1/day, damage 6d8 fire, Reflex DC 21 half.

Smite Evil (Su): Once per day a golden protector can make a normal melee attack to deal an extra 10 points of damage against an evil opponent.

Typical Cleric Spells Prepared (6/7/5/4/3; save DC 15 + spell level):

0 - detect magic, guidance (2), light, read magic, resistance;

1st - bless (2), detect evil, divine favor (2), entropic shield, protection from evil*;

2nd - aid*, bear’s endurance, bull’s strength, lesser restoration, resist energy;

3rd - daylight, dispel magic, magic circle against evil*, remove curse;

4th - dismissal, holy smite*, neutralize poison.

*Domain spell. Domains: Good and Healing.

Rake (Ex): Attack bonus +19 melee, damage 1d6+4.

Possessions: Bracers of armor +2, ring of protection +1. (Different golden protectors may have different possessions.)

LICH

A lich is an undead spellcaster, usually a wizard or sorcerer but sometimes a cleric or other spellcaster, who has used its magical powers to unnaturally extend its life.

As a rule, these creatures are scheming and, some say, insane. They hunger for ever greater power, long-forgotten knowledge, and the most terrible of arcane secrets. Because the shadow of death does not hang over them, they often conceive plans taking years, decades, or even centuries to come to fruition.

A lich is a gaunt and skeletal humanoid with withered flesh stretched tight across horribly visible bones. Its eyes have long ago been lost to decay, but bright pinpoints of crimson light burn on in the empty sockets. Even the least of these creatures was a powerful person in life, so they often are draped in once-grand clothing. Multiclass fighters or clerics may still bear the armor of a warrior. Like its body, however, the garb of a lich shows all too well the weight of years. Decay and corruption are its constant companion.

Liches speak Common plus any other languages they knew in life.

SAMPLE LICH
Lich, Human 11th-Level Wizard Medium Undead (Augmented Humanoid) Hit Dice: 11d12+3 (74 hp) Initiative: +3 Speed: 30 ft. (6 squares) Armor Class: 23 (+3 Dex, +5 natural, +4 bracers of armor +4, +1 ring of protection +1), touch 14, flat-footed 20 Base Attack/Grapple: +5/+5 Attack: Touch +5 melee (1d8+5 negative energy plus paralysis) or quarterstaff +5 melee (1d6) or dagger +5 melee (1d4/19-20) or masterwork light crossbow +9 ranged (1d8/19-20) Full Attack: Touch +5 melee (1d8+5 negative energy plus paralysis) or quarterstaff +5 melee (1d6) or dagger +5 melee (1d4/19-20) or masterwork light crossbow +9 ranged (1d8/19-20) Space/Reach: 5 ft./5 ft. Special Attacks: Damaging touch, fear aura, paralyzing touch, spells Special Qualities: +4 turn resistance, damage reduction 15/bludgeoning and magic, darkvision 60 ft., immunity to cold, electricity, polymorph, and mind-affecting effects, undead traits Saves: Fort +4, Ref +7, Will +10 Abilities: Str 10, Dex 16, Con -, Int 19, Wis 14, Cha 13 Skills: Concentration +15, Decipher Script +14, Hide +15, Knowledge (arcana) +18, Listen +12, Move Silently +16, Search +16, Sense Motive +10, Spellcraft +20, Spot +12 Feats: Combat Casting, Craft Wondrous Item, Quicken Spell, Scribe Scroll, Silent Spell, Spell Focus (evocation), Still Spell, Toughness Environment: Temperate plains Organization: Solitary Challenge Rating: 13 Treasure: Standard coins; double goods; double items Alignment: Neutral evil Advancement: By character class Level Adjustment: +4

This skeletal creature wears the rotting, rich robes of a mighty wizard long dead. Hateful crimson light dances in its empty eye sockets.

This example uses an 11th-level human wizard as the character.

Combat

A lich’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

The Will save against this lich’s fear aura and damaging touch, and the Fortitude save against its paralyzing touch, have a DC of 16.

Wizard Spells Prepared (4/5/5/5/4/2/1; save DC 14 + spell level):

0 - acid splash, detect magic, ray of frost*, touch of fatigue;

1st - expeditious retreat, magic missile (3), ray of enfeeblement;

2nd - mirror image, protection from arrows, scorching ray*, spectral hand, web;

3rd - dispel magic, fireball*, haste, lightning bolt*, vampiric touch;

4th - enervation, fear, ice storm*, shout*;

5th - cone of cold*, teleport;

6th - disintegrate.

*Because of Spell Focus (evocation), the save DC for these spells is 15 + spell level.

Possessions: Bracers of armor +4, cloak of resistance +1, potion of gaseous form, ring of protection +1, scroll of summon monster IV (8th level), wand of magic missile (50 charges, 9th level).

CREATING A LICH

“Lich” is an acquired template that can be added to any humanoid creature (referred to hereafter as the base creature), provided it can create the required phylactery; see The Lich’s Phylactery, below. (Liches of other kinds of creatures, such as dragons and mind flayers, exist, but use different templates.)

A lich has all the base creature’s statistics and special abilities except as noted here.

Size and Type: The creature’s type changes to undead. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.

Hit Dice: Increase all current and future Hit Dice to d12s.

Armor Class: A lich has a +5 natural armor bonus or the base creature’s natural armor bonus, whichever is better.

Attack: A lich has a touch attack that it can use once per round. If the base creature can use weapons, the lich retains this ability. A creature with natural weapons retains those natural weapons. A lich fighting without weapons uses either its touch attack or its primary natural weapon (if it has any). A lich armed with a weapon uses its touch or a weapon, as it desires.

Full Attack: A lich fighting without weapons uses either its touch attack (see above) or its natural weapons (if it has any). If armed with a weapon, it usually uses the weapon as its primary attack along with a touch as a natural secondary attack, provided it has a way to make that attack (either a free hand or a natural weapon that it can use as a secondary attack).

Damage: A lich without natural weapons has a touch attack that uses negative energy to deal 1d8+5 points of damage to living creatures; a Will save (DC 10 + 1/2 lich’s HD + lich’s Cha modifier) halves the damage. A lich with natural weapons can use its touch attack or its natural weaponry, as it prefers. If it chooses the latter, it deals 1d8+5 points of extra damage on one natural weapon attack.

Special Attacks: A lich retains all the base creature’s special attacks and gains those described below. Save DCs are equal to 10 + 1/2 lich’s HD + lich’s Cha modifier unless otherwise noted.

Fear Aura (Su): Liches are shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at the lich must succeed on a Will save or be affected as though by a fear spell from a sorcerer of the lich’s level. A creature that successfully saves cannot be affected again by the same lich’s aura for 24 hours.

Paralyzing Touch (Su): Any living creature a lich hits with its touch attack must succeed on a Fortitude save or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim (see the bestow curse spell description). The effect cannot be dispelled. Anyone paralyzed by a lich seems dead, though a DC 20 Spot check or a DC 15 Heal check reveals that the victim is still alive.

Spells: A lich can cast any spells it could cast while alive.

Special Qualities: A lich retains all the base creature’s special qualities and gains those described below.

Turn Resistance (Ex): A lich has +4 turn resistance.

Damage Reduction (Su): A lich’s undead body is tough, giving the creature damage reduction 15/bludgeoning and magic. Its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Immunities (Ex): Liches have immunity to cold, electricity, polymorph (though they can use polymorph effects on themselves), and mind-affecting attacks.

Abilities: Increase from the base creature as follows: Int +2, Wis +2, Cha +2. Being undead, a lich has no Constitution score.

Skills: Liches have a +8 racial bonus on Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. Otherwise same as the base creature.

Organization: Solitary or troupe (1 lich, plus 2–4 vampires and 5–8 vampire spawn).

Challenge Rating: Same as the base creature + 2.

Treasure: Standard coins; double goods; double items.

Alignment: Any evil.

Advancement: By character class.

Level Adjustment: Same as the base creature +4.

LICH CHARACTERS

The process of becoming a lich is unspeakably evil and can be undertaken only by a willing character. A lich retains all class abilities it had in life.

THE LICH’S PHYLACTERY

An integral part of becoming a lich is creating a magic phylactery in which the character stores its life force. As a rule, the only way to get rid of a lich for sure is to destroy its phylactery. Unless its phylactery is located and destroyed, a lich reappears 1d10 days after its apparent death.

Each lich must make its own phylactery, which requires the Craft Wondrous Item feat. The character must be able to cast spells and have a caster level of 11th or higher. The phylactery costs 120,000 gp and 4,800 XP to create and has a caster level equal to that of its creator at the time of creation.

The most common form of phylactery is a sealed metal box containing strips of parchment on which magical phrases have been transcribed. The box is Tiny and has 40 hit points, hardness 20, and a break DC of 40. Other forms of phylacteries can exist, such as rings, amulets, or similar items.

LILLEND

Large Outsider (Chaotic, Extraplanar, Good) Hit Dice: 7d8+14 (45 hp) Initiative: +3 Speed: 20 ft. (4 squares), fly 70 ft. (average) Armor Class: 17 (–1 size, +3 Dex, +5 natural), touch 12, flat-footed 14 Base Attack/Grapple: +7/+16 Attack: Short sword +11 melee (1d8+5/19–20) Full Attack: Short sword +11/+6 melee (1d8+5/19–20) and tail slap +6 melee (2d6+2) Space/Reach: 10 ft./10 ft. Special Attacks: Constrict 2d6+5, improved grab, spells, spell-like abilities Special Qualities: Darkvision 60 ft., immunity to poison, resistance to fire 10 Saves: Fort +7, Ref +10, Will +8 Abilities: Str 20, Dex 17, Con 15, Int 14, Wis 16, Cha 18 Skills: Appraise +12, Concentration +12, Diplomacy +16, Knowledge (arcana) +12, Listen +13, Perform (any one) +14, Sense Motive +13, Spellcraft +14, Spot +13, Survival +17 Feats: Combat Casting, Extend Spell, Lightning Reflexes Environment: Heroic Domains of Ysgard Organization: Solitary or covey (2–4) Challenge Rating: 7 Treasure: Standard Alignment: Always chaotic good Advancement: 8–10 HD (Large); 11–21 HD (Huge) Level Adjustment: +6
The creature looks like a female human or elf with the lower torso of a multicolored serpent and huge, strikingly patterned wings like a bird’s.

Lillends are mysterious visitors from the plane of Ysgard. Many are skilled in one or more forms of artistic expression.

Lillends are lovers of music and art. Gold, even food, means little to them, while a song, story, or piece of artwork holds great value. The destruction of art and the ill treatment of artists enrages them. They are infamous for holding grudges, and they are often encountered seeking violent retribution against enemies of their favorite arts.

Lillends also have a great love of unspoiled wilderness. The wilds remind them of the natural beauty of their home plane, and they occasionally visit and enjoy similar regions. A lillend is as protective of its chosen wilderness as it is of the arts. These beings sometimes form temporary alliances with rangers, druids, and bards to defend their favorite retreats against the encroachment of civilization. Sometimes a covey of lillends adopts a tract of wilderness, using any means necessary to drive off despoilers.

A typical lillend’s coils are 20 feet long. The creature weighs about 3,800 pounds. A few lillends have male torsos.

Lillends speak Celestial, Infernal, Abyssal, and Common.

COMBAT

Lillends are generally peaceful unless they intend vengeance against someone they believe guilty of harming, or even threatening, a favored art form, artwork, or artist. Then they become implacable foes. They use their spells and spell-like abilities to confuse and weaken opponents before entering combat. A covey of lillends usually discusses strategy before a battle.

A lillend’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and good-aligned for the purpose of overcoming damage reduction.

Constrict (Ex): A lillend deals 2d6+5 points of damage with a successful grapple check. Constricting uses the entire lower portion of its body, so it cannot take any move actions when constricting, though it can still attack with its sword.

Improved Grab (Ex): To use this ability, a lillend must hit with its tail slap attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Spells: A lillend casts arcane spells as a 6th-level bard.

Typical Bard Spells Known (3/4/3; save DC 14 + spell level):

0 - dancing lights, daze, detect magic, lullaby, mage hand, read magic;

1st - charm person, cure light wounds, identify, sleep;

2nd - hold person, invisibility, sound burst.

Spell-Like Abilities: Caster level 10th. The save DCs are Charisma-based.

3/day - darkness, hallucinatory terrain (DC 18), knock, light;

1/day - charm person (DC 15), speak with animals, speak with plants.

A lillend also has the bardic music ability as a 6th-level bard.

Skills: Lillends have a +4 racial bonus on Survival checks.

LIZARDFOLK

Medium Humanoid (Reptilian) Hit Dice: 2d8+2 (11 hp) Initiative: +0 Speed: 30 ft. (6 squares) Armor Class: 15 (+5 natural) or 17 (+5 natural, +2 heavy shield), touch 10, flat-footed 15 or 17 Base Attack/Grapple: +1/+2 Attack: Claw +2 melee (1d4+1) or club +2 melee (1d6+1) or javelin +1 ranged (1d6+1) Full Attack: 2 claws +2 melee (1d4+1) and bite +0 melee (1d4); or club +2 melee (1d6+1) and bite +0 melee (1d4); or javelin +1 ranged (1d6+1) Special Attacks: — Special Qualities: Hold breath Space/Reach: 5 ft./5 ft. Saves: Fort +1, Ref +3, Will +0 Abilities: Str 13, Dex 10, Con 13, Int 9, Wis 10, Cha 10 Skills: Balance +4, Jump +5, Swim +2 Feats: Multiattack Environment: Temperate marshes Organization: Gang (2–3), band (6–10 plus 50% noncombatants plus 1 leader of 3rd–6th level), or tribe (30–60 plus 2 lieutenants of 3rd–6th level and 1 leader of 4th–10th level) Challenge Rating: 1 Treasure: 50% coins; 50% goods; 50% items Alignment: Usually neutral Advancement: By character class Level Adjustment: +1
This tall humanoid looks like a cross between a powerfully built human and a lizard. It has clawed hands, a long tail, and toothy jaws.

Lizardfolk are primitive reptilian humanoids that can be very dangerous if provoked.

Although they are omnivores, lizardfolk prefer meat; popular lore holds that lizardfolk prefer humanoid flesh, but this charge is largely unfounded (though some tribes do eat captives or slain foes). Some more advanced tribes build huts and use a variety of weapons and shields; leaders of these tribes may have equipment stolen from or obtained in trade with other intelligent creatures.

A lizardfolk is usually 6 to 7 feet tall with green, gray, or brown scales. Its tail is used for balance and is 3 to 4 feet long. A lizardfolk can weigh from 200 to 250 pounds.

Lizardfolk speak Draconic.

COMBAT

Lizardfolk fight as unorganized individuals. They prefer frontal assaults and massed rushes, sometimes trying to force foes into the water, where the lizardfolk have an advantage. If outnumbered or if their territory is being invaded, they set snares, plan ambushes, and make raids to hinder enemy supplies. Advanced tribes use more sophisticated tactics and have better traps and ambushes.

Hold Breath: A lizardfolk can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning.

Skills: Because of their tails, lizardfolk have a +4 racial bonus on Jump, Swim, and Balance checks. The skill modifiers given in the statistics block include a –2 armor check penalty (–4 on Swim checks) for carrying a heavy shield.

LIZARDFOLK SOCIETY

Lizardfolk have a patriarchal society in which the most powerful member rules the others. Shamans offer advice but rarely become leaders themselves. Survival is the utmost concern of lizardfolk, and a threatened or starving tribe will go to incredible lengths (even committing deeds considered abominable by other humanoids) to ensure its continued existence.

Most tribes live in swamps, but about a third of the population lives in underwater air-filled caves. Local tribes often unite against a greater threat (including hostile lizardfolk tribes) and occasionally make alliances with locathahs or serve more powerful creatures such as nagas or dragons. In isolated areas they survive by fishing, gathering, and scavenging, while those that live near other humanoids make raids for food, supplies, and slaves. A lizardfolk lair has half as many noncombatant hatchlings as adults, and one egg per ten adults.

The patron deity of lizardfolk is Semuanya, whose chief concern is the survival and propagation of its charges.

LIZARDFOLK AS CHARACTERS

Most lizardfolk leaders are barbarians or druids. Lizardfolk clerics (shamans) worship Semuanya. A lizardfolk clertic has access to two of the following domains: Animal, Plant, or Water.

Lizardfolk characters possess the following racial traits.

  • +2 Strength, +2 Constitution, –2 Intelligence.

  • Medium size.

  • A lizardfolk’s base land speed is 30 feet.

  • Racial Hit Dice: A lizardfolk begins with two levels of humanoid, which provide 2d8 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of Fort +0, Ref +3, and Will +0.

  • Racial Skills: A lizardfolk’s humanoid levels give it skill points equal to 5 x (2 + Int modifier, minimum 1). Its class skills are Balance, Jump, and Swim. Lizardfolk have a +4 racial bonus on Balance, Jump, and Swim checks.

  • Racial Feats: A lizardfolk’s humanoid levels give it one feat.

  • Weapon and Armor Proficiency: A lizardfolk is automatically proficient with simple weapons and shields.

  • +5 natural armor bonus.

  • Natural Weapons: 2 claws (1d4) and bite (1d4).

  • Special Qualities (see above): Hold breath.

  • Automatic Languages: Common, Draconic. Bonus Languages: Aquan, Goblin, Gnoll, Orc.

  • Favored Class: Druid.

  • Level adjustment +1.

LOCATHAH

Medium Humanoid (Aquatic) Hit Dice: 2d8 (9 hp) Initiative: +1 Speed: 10 ft. (2 squares), swim 60 ft. Armor Class: 14 (+1 Dex, +3 natural), touch 11, flat-footed 13 Base Attack/Grapple: +1/+1 Attack: Longspear +2 melee (1d8/x3) or light crossbow +2 ranged (1d8/19–20) Full Attack: Longspear +2 melee (1d8/x3) or light crossbow +2 ranged (1d8/19–20) Space/Reach: 5 ft./5 ft. Saves: Fort +3, Ref +1, Will +1 Special Attacks: — Special Qualities: — Abilities: Str 10, Dex 12, Con 10, Int_13, Wis 13, Cha 11 Skills: Craft (any one) +6, Listen +6, Spot +6, Swim +8 Feats: Weapon Focus (longspear) Environment: Warm aquatic Organization: Company (2–4), patrol (11–20 plus 2 3rd-level sergeants and 1 leader of 3rd–6th level), or tribe (30–100 plus 100% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level captains) Challenge Rating: 1/2 Treasure: Standard Alignment: Usually neutral Advancement: By character class Level Adjustment: +1
This humanoid is slender and a little shorter than a human. It has fine, yellow-green scales and large fins on its arms and legs.

The nomadic locathahs dwell in warm coastal waters, hunting fish and gathering crustaceans for food. Although humanoid in shape, they are clearly more fish than human.

Locathahs are not particularly aggressive but do not trust surface dwellers - far too many of their kind have been swept up in fishing nets.

The average locathah stands 5 feet tall and weighs 175 pounds. Females and males look very much alike, although the former can be recognized by the two ochre stripes marking their egg sacs.

Locathahs speak Aquan.

COMBAT

Any battle with locathahs usually begins with the creatures loosing volleys of bolts from their crossbows; underwater, their crossbows have a range increment of 20 feet. If they have managed to set up an ambush or other trap, they continue to employ crossbows for as long as possible. Otherwise, they close to bring their longspears into play. Although primarily used for fishing, these spears make formidable weapons.

Locathahs lack teeth, claws, and other natural weapons, so they are not especially dangerous if unarmed. A weaponless locathah will generally turn and flee.

Skills: A locathah has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

LOCATHAH SOCIETY

Locathah tribes usually move with each change of season, going where they can find food. They make their encampments in caves, rocky areas, or seaweed beds - locales that afford some concealment and protection. Patrols are usually hunting parties after small game, but they also keep a lookout for enemies trespassing in the tribe’s hunting area. Larger patrols of locathah are sometimes found tracking big animals or engaged in similar activities. Entire tribes come together to trade or hold council.

Locathahs revere the deity Eadro, who created both them and the merfolk.

LOCATHAH CHARACTERS

A locathah’s favored class is barbarian, and most locathah leaders are barbarians. Most locathah spellcasters are adepts. Locathah clerics worship Eadro. A locathah cleric has access to two of the following domains: Animal, Protection, or Water.

LYCANTHROPE

Lycanthropes are humanoids or giants who can transform themselves into animals. In its natural form, a lycanthrope looks like any other members of its kind, though natural lycanthropes and those who have been afflicted for a long time tend to have or acquire features reminiscent of their animal forms. In animal form, a lycanthrope resembles a powerful version of the normal animal, but on close inspection, its eyes (which often glow red in the dark) show a faint spark of unnatural intelligence.

Evil lycanthropes often hide among normal folk, emerging in animal form at night (especially under a full moon) to spread terror and bloodshed. Good lycanthropes tend to be reclusive individuals, uncomfortable around large numbers of people. They often live alone in wilderness areas, far from villages and towns.

Lycanthropy can be spread like a disease. Sometimes a lycanthrope begins life as a normal humanoid or giant who subsequently contracts lycanthropy after being wounded by a lycanthrope. Such a creature is called an afflicted lycanthrope. Other lycanthropes are born as lycanthropes, and are known as natural lycanthropes.

Combat

A lycanthrope in its humanoid (or giant) form uses whatever tactics and weapons are favored by others of its kind, though it tends to be slightly more aggressive. A lycanthrope possesses the senses of its animal form, including scent and low-light vision, and it has a deep empathy for (and ability to communicate with) animals of its animal form. An afflicted lycanthrope damaged in combat may be overwhelmed by rage, causing it to change to its animal form involuntarily.

A lycanthrope in animal form fights like the animal it resembles, although its bite carries the disease of lycanthropy. It is preternaturally cunning and strong, and possesses damage reduction that is overcome only by silvered weapons.

Finally, a natural lycanthrope (or an afflicted lycanthrope that has become aware of its affliction) can assume a hybrid form that is a mix of its humanoid and animal forms. A hybrid has hands and can use weapons, but it can also attack with its teeth and claws. A hybrid can spread lycanthropy with its bite, and it has the same damage reduction that its animal form possesses.

WEREBEAR

Werebear, Human Form
Medium Humanoid (Human, Shapechanger)

Werebear, Bear Form
Large Humanoid (Human, Shapechanger)

Werebear, Hybrid Form
Large Humanoid (Human, Shapechanger)
Hit Dice: 1d8+1 plus 6d8+30 (62 hp)
1d8+1 plus 6d8+30 (62 hp)
1d8+1 plus 6d8+30 (62 hp)
Initiative: +0
+1
+1
Speed: 30 ft. (6 squares)
40 ft. (8 squares)
30 ft. (6 squares)
Armor Class: 15 (+2 natural, +3 studded leather armor), touch 10, flat-footed 15
17 (–1 size, +1 Dex, +7 natural), touch 10, flat-footed 16
17 (–1 size, +1 Dex, +7 natural) touch 10, flat-footed 16
Base Attack/Grapple: +5/+6
+5/+18
+5/+18
Attack: Greataxe +6 melee (1d12+1/x3) or throwing axe +5 ranged (1d6+1)
Claw +13 melee (1d8+9)
Greataxe +11 melee (1d12+13/x3); or claw +13 melee (1d6+9)
Full Attack: Greataxe +6 melee (1d12+1/x3) or throwing axe +5 ranged (1d6+1)
2 claws +13 melee (1d8+9) and bite +11 melee (2d6+4)
Claw +13 melee (1d6+9) and greataxe +9 melee (1d12+4/x3) and bite +11 melee (1d8+4) or 2 claws +13 melee (1d6+9) and bite +11 melee (1d8+4)
Space/Reach: 5 ft./5 ft.
10 ft./5 ft.
10 ft./10 ft.
Special Attacks:
Improved grab, curse of lycanthropy
Curse of lycanthropy
Special Qualities: Alternate form, bear empathy, low-light vision, scent
Alternate form, bear empathy, damage reduction 10/silver, low-light vision, scent
Alternate form, bear empathy, damage reduction 10/silver, low-light vision, scent
Saves: Fort +8, Ref +5, Will +4
Fort +12, Ref +6, Will +4
Fort +12, Ref +6, Will +4
Abilities: Str 13, Dex 11, Con 12, Int 10, Wis 11, Cha 8
Str 29, Dex 13, Con 20, Int 10, Wis 11, Cha 8
Str 29, Dex 13, Con 20, Int 10, Wis 11, Cha 8
Skills: Handle Animal +3, Listen +4, Spot +4, Swim +1
Handle Animal +3, Listen +4, Spot +4, Swim +13
Handle Animal +3, Listen +4, Spot +5, Swim +9
Feats: Endurance, Iron WillB, Multiattack, Power Attack, Run, TrackB
(same as human form)
(same as human form)
Environment: Cold forests
Cold forests
Cold forests
Organization: Solitary, pair, family (3–4), or troupe (2–4 plus 1–4 brown bears)
(same as human form)
(same as human form)
Challenge Rating: 5
5
5
Treasure: Standard
Standard
Standard
Alignment: Always lawful good
Always lawful good
Always lawful good
Advancement: By character class
By character class
By character class
Level Adjustment: +3
+3
+3
This hulking humanoid is covered in shaggy brown fur and has long claws and a bearlike face. It carries a greataxe in one paw.

Werebears in humanoid form tend to be stout, well-muscled, and hairy. Their brown hair is thick, and males usually wear beards. They may have reddish, blond, ivory, or black hair, matching the color of the ursine form. They dress in simple cloth and leather garments that are easy to remove, repair, or replace. In their animal form, werebears are moody and grumpy. They desire only their own company and seek out evil creatures to slay.

Combat

Werebears fight just as brown bears do in animal form. In humanoid or hybrid form, they favor large, heavy weapons such as greataxes or greatswords. The werebear’s greataxe is a Medium weapon, so it can wield the axe in one hand in hybrid form.

Alternate Form (Su): A werebear can assume the form of a brown bear or a bear-humanoid hybrid.

Bear Empathy (Ex): Communicate with bears and dire bears, and +4 racial bonus on Charisma-based checks against bears and dire bears.

Curse of Lycanthropy (Su): Any humanoid or giant hit by a werebear’s bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.

Improved Grab (Ex): To use this ability, a werebear must be in bear form and must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Skills: Werebears have a +4 racial bonus on Swim checks in any bear form.

The werebear presented here is a 1st-level human warrior and natural lycanthrope, using the following base ability scores: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.

WEREBOAR

Wereboar, Human Form
Medium Humanoid (Human, Shapechanger)

Wereboar, Boar Form
Medium Humanoid (Human, Shapechanger)

Wereboar, Hybrid Form
Medium Humanoid (Human, Shapechanger)
Hit Dice: 1d8+4 plus 3d8+12 (34 hp)
1d8+4 plus 3d8+12 (34 hp)
1d8+4 plus 3d8+12 (34 hp)
Initiative: +0
+0
+0
Speed: 20 ft. in scale mail (4 squares); base speed 30 ft.
40 ft. (8 squares)
30 ft. (6 squares)
Armor Class: 18 (+2 natural, +4 scale mail, +2 heavy shield) touch 10, flat-footed 18
18 (+8 natural) touch 10, flat- footed 18
18 (+8 natural) touch 10, flat-footed 18
Base Attack/Grapple: +3/+4
+3/+6
+3/+6
Attack: Battleaxe +4 melee (1d8+1/x3) or javelin +3 ranged (1d6+1)
Gore +6 melee (1d8+4)
Battleaxe +6 melee (1d8+4/x3) or claw +6 melee (1d4+3)
Full Attack: Battleaxe +4 melee (1d8+1/x3) or javelin +3 ranged (1d6+1)
Gore +6 melee (1d8+4)
Battleaxe +6 melee (1d8+4/x3) and gore +1 melee (1d6+1); or 2 claws +6 melee (1d4+3) and gore +1 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
5 ft./5 ft.
5 ft./5 ft.
Special Attacks:
Curse of lycanthropy
Curse of lycanthropy
Special Qualities: Alternate form, boar empathy, ferocity, low-light vision, scent
Alternate form, boar empathy, damage reduction 10/silver, ferocity, low-light vision, scent
Alternate form, boar empathy, damage reduction 10/silver, ferocity, low-light vision, scent
Saves: Fort +6, Ref +3, Will +3
Fort +9, Ref +3, Will +3
Fort +9, Ref +3, Will +3
Abilities: Str 13, Dex 11, Con 12, Int 10, Wis 11, Cha 8
Str 17, Dex 11, Con 18, Int 10, Wis 11, Cha 8
Str 17, Dex 11, Con 18, Int 10, Wis 11, Cha 8
Skills: Handle Animal +3, Intimidate +3, Listen +5, Spot +4
Handle Animal +3, Intimidate +3, Listen +5, Spot +4
Handle Animal +3, Intimidate +3, Listen +5, Spot +4
Feats: AlertnessB, Improved Bull Rush, Iron WillB, Power Attack, Toughness
(same as human form)
(same as human form)
Environment: Temperate forests
Temperate forests
Temperate forests
Organization: Solitary, pair, brood (3–4), or troupe (2–4 plus 1–4 boars)
(same as human form)
(same as human form)
Challenge Rating: 4
4
4
Treasure: Standard
Standard
Standard
Alignment: Always neutral
Always neutral
Always neutral
Advancement: By character class
By character class
By character class
Level Adjustment: +3
+3
+3
Stocky and powerful, this fierce humanoid is covered in short, stiff fur and has boarlike tusks.

A wereboar in humanoid form tends to be a stocky, muscular individual of average height. It dresses in simple garments that are easy to remove, repair, or replace.

Combat

In any form, wereboars are as ferocious as normal boars. When in hybrid form, they fight with a weapon and their dangerous gore attack.

Alternate Form (Su): A wereboar can assume the form of a boar or a boar-humanoid hybrid.

Boar Empathy (Ex): Communicate with boars and dire boars, and +4 racial bonus on Charisma-based checks against boars and dire boars.

Curse of Lycanthropy (Su): Any humanoid or giant hit by the wereboar’s gore attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.

Ferocity (Ex): A wereboar is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.

The wereboar presented here is a 1st-level human warrior and natural lycanthrope, using the following base ability scores: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.

WERERAT

Wererat, Human Form
Medium Humanoid (Human, Shapechanger)

Wererat, Dire Rat Form
Small Humanoid (Human, Shapechanger)

Wererat, Hybrid Form
Medium Humanoid (Human, Shapechanger)
Hit Dice: 1d8+1 plus 1d8+2 (12 hp)
1d8+1 plus 1d8+2 (12 hp)
1d8+1 plus 1d8+2 (12 hp)
Initiative: +0
+3
+3
Speed: 30 ft. (6 squares)
40 ft. (8 squares), climb 20 ft.
30 ft. (6 squares)
Armor Class: 15 (+2 natural, +2 leather, +1 buckler) touch 10, flat-footed 15
17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14
16 (+3 Dex, +3 natural) touch 13, flat-footed 13
Base Attack/Grapple: +1/+2
+1/–2
+1/+2
Attack: Rapier +2 melee (1d6+1/18–20) or light crossbow +1 ranged (1d8/19–20)
Bite +6 melee (1d4+1 plus disease)
Rapier +5 melee (1d6+1/18–20) or light crossbow +4 ranged (1d8/19–20)
Full Attack: Rapier +2 melee (1d6+1/18–20) or light crossbow +1 ranged (1d8/19–20)
Bite +6 melee (1d4+1 plus disease)
Rapier +4 melee (1d6+1/18–20) and bite –1 melee (1d6 plus disease); or light crossbow +4 ranged (1d8/19–20)
Space/Reach: 5 ft./5 ft.
5 ft./5 ft.
5 ft./5 ft.
Special Attacks:
Curse of lycanthropy, disease
Curse of lycanthropy, disease
Special Qualities: Alternate form, rat empathy, low-light vision, scent
Alternate form, rat empathy, damage reduction 10/silver, low-light vision, scent
Alternate form, rat empathy, damage reduction 10/silver, low-light vision, scent
Saves: Fort +5, Ref +2, Will +4
Fort +6, Ref +5, Will +4
Fort +6, Ref +5, Will +4
Abilities: Str 13, Dex 11, Con 12, Int 10, Wis 11, Cha 8
Str 13, Dex 17, Con 14, Int 10, Wis 11, Cha 8
Str 13, Dex 17, Con 14, Int 10, Wis 11, Cha 8
Skills: Climb +0, Handle Animal +3, Hide +1, Listen +4, Move Silently +0, Spot +4, Swim +9
Climb +11, Handle Animal +3, Hide +8, Listen +4, Move Silently +4, Spot +4, Swim +11
Climb +4, Handle Animal +3, Hide +5, Listen +4, Move Silently +4, Spot +4, Swim +9
Feats: Alertness, Dodge, Iron WillB, Weapon FinesseB
(same as human form)
(same as human form)
Environment: Any
Any
Any
Organization: Solitary, pair, pack (6–10), or troupe (2–5 plus 5–8 dire rats)
(same as human form)
(same as human form)
Challenge Rating: 2
2
2
Treasure: Standard
Standard
Standard
Alignment: Always lawful evil
Always lawful evil
Always lawful evil
Advancement: By character class
By character class
By character class
Level Adjustment: +3
+3
+3
Quick and feral, this humanoid is covered with matted brown fur and has a long, hairless tail. It carries a rapier in its paw, and its face is distinctly ratlike.

A wererat in humanoid form tends to be a thin, wiry individual of shorter than average height. The eyes constantly dart around, and the nose and mouth may twitch if he or she is excited. Males often have thin, ragged mustaches.

Combat

In animal form, wererats avoid combat, preferring to use their dire rat shape for skulking and spying. In hybrid form, a wererat fights with a rapier and light crossbow.

Alternate Form (Su): A wererat can assume a bipedal hybrid form or the form of a dire rat.

Curse of Lycanthropy (Su): Any humanoid or giant hit by a wererat’s bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.

Disease (Ex): Filth fever; bite, Fortitude DC 12, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based.

Rat Empathy (Ex): Communicate with rats and dire rats, and +4 racial bonus on Charisma-based checks against rats and dire rats.

Skills: A wererat in rat or hybrid form uses its Dexterity modifier for Climb or Swim checks. It has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.

Wererats have a +8 racial bonus on Swim checks from their dire rat form.

Feats: Wererats gain Weapon Finesse as a bonus feat.

The wererat presented here is based on a 1st-level human warrior who is a natural lycanthrope, using the following base ability scores: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.

WERETIGER

Weretiger, Human Form
Medium Humanoid (Human, Shapechanger)

Weretiger, Tiger Form
Large Humanoid (Human, Shapechanger)

Weretiger, Hybrid Form
Large Humanoid (Human, Shapechanger)
Hit Dice: 1d8+1 plus 6d8+18 (50 hp)
1d8+1 plus 6d8+18 (50 hp)
1d8+1 plus 6d8+18 (50 hp)
Initiative: +4
+6
+6
Speed: 20 ft. in breastplate (4 squares); base speed 30 ft.
40 ft. (8 squares)
30 ft. (6 squares)
Armor Class: 17 (+2 natural, +5 breastplate) touch 10, flat-footed 17
16 (–1 size, +2 Dex, +5 natural), touch 11, flat-footed 14
16 (–1 size, +2 Dex, +5 natural), touch 11, flat-footed 14
Base Attack/Grapple: +5/+6
+5/+16
+5/+16
Attack: Glaive +6 melee (1d10+1/x3) or composite longbow (+1 Str bonus) +5 ranged (1d8+1/x3)
Claw +11 melee (1d8+7)
Claw +11 melee (1d8+7)
Full Attack: Glaive +6 melee (1d10+1/x3) or composite longbow (+1 Str bonus) +5 ranged (1d8+1/x3)
2 claws +11 melee (1d8+7) and bite +6 melee (2d6+3)
2 claws +11 melee (1d8+7) and bite +6 melee (2d6+3)
Space/Reach: 5 ft./5 ft. (10 ft. with glaive)
10 ft./5 ft.
10 ft./10 ft.
Special Attacks:
Pounce, Improved grab, rake, curse of lycanthropy
Curse of lycanthropy
Special Qualities: Alternate form, tiger empathy, low-light vision, scent
Alternate form, tiger empathy, damage reduction 10/silver, low-light vision, scent
Alternate form, tiger empathy, damage reduction 10/silver, low-light vision, scent
Saves: Fort +8, Ref +5, Will +4
Fort +10, Ref +7, Will +4
Fort +10, Ref +7, Will +4
Abilities: Str 13, Dex 11, Con 12, Int 10, Wis 11, Cha 8
Str 25, Dex 15, Con 16, Int 10, Wis 11, Cha 8
Str 25, Dex 15, Con 16, Int 10, Wis 11, Cha 8
Skills: Balance +0, Climb +1, Handle Animal +3, Hide +0, Listen +6, Move Silently +0, Spot +6
Balance +6, Climb +12, Handle Animal +3, Hide +2*, Listen +6, Move Silently +12, Spot +6
Balance +6, Climb +12, Handle Animal +3, Hide +2, Listen +6, Move Silently +12, Spot +6
Feats: AlertnessB, Combat Reflexes, Improved Initiative, Improved Natural Attack (bite, claw), Iron WillB
(same as human form)
(same as human form)
Environment: Warm forests
Warm forests
Warm forests
Organization: Solitary or pair
(same as human form)
(same as human form)
Challenge Rating: 5
5
5
Treasure: Standard
Standard
Standard
Alignment: Always neutral
Always neutral
Always neutral
Advancement: By character class
By character class
By character class
Level Adjustment: +3
+3
+3
Sleek and powerful, this humanoid has tawny, striped fur and deadly claws and teeth. It stands more than 8 feet tall.

Weretigers in humanoid form tend to be sleekly muscular, taller than average, and very agile.

Combat

Weretigers can assume a hybrid form as well as an animal form. In tiger form, they can pounce and grab just as normal tigers do. In hybrid form, they rely on their deadly claws.

Alternate Form (Su): A weretiger can assume a bipedal hybrid form or the form of a tiger.

Curse of Lycanthropy (Su): Any humanoid or giant hit by a weretiger’s bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.

Improved Grab (Ex): To use this ability, a weretiger in tiger form must hit with a claw or bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

Pounce (Ex): If a weretiger in tiger form charges an opponent, it can make a full attack, including two rake attacks.

Rake (Ex): Attack bonus +9 melee, damage 1d8+3.

Tiger Empathy (Ex): Communicate with tigers and dire tigers, and +4 racial bonus on Charisma-based checks against tigers and dire tigers.

Skills: In any form, weretigers have a +4 bonus on Balance, Hide, and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8 in the tiger form.

The weretiger presented here is a 1st-level human warrior and natural lycanthrope, using the following base ability scores: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.

WEREWOLF

Werewolf, Human Form
Medium Humanoid (Human, Shapechanger)

Werewolf, Wolf Form
Medium Humanoid (Human, Shapechanger)

Werewolf, Hybrid Form
Medium Humanoid (Human, Shapechanger)
Hit Dice: 1d8+1 plus 2d8+6 (20 hp)
1d8+1 plus 2d8+6 (20 hp)
1d8+1 plus 2d8+6 (20 hp)
Initiative: +4
+6
+6
Speed: 30 ft. (6 squares)
50 ft. (10 squares)
30 ft. (6 squares)
Armor Class: 17 (+2 natural, +4 chain shirt, +1 light shield) touch 10, flat-footed 17
16 (+2 Dex, +4 natural), touch 12, flat-footed 14
16 (+2 Dex, +4 natural), touch 12, flat-footed 14
Base Attack/Grapple: +2/+3
+2/+4
+2/+4
Attack: Longsword +3 melee (1d8+1/19–20) or light crossbow +2 ranged (1d8/19–20)
Bite +5 melee (1d6+3)
Claw +4 melee (1d4+2)
Full Attack: Longsword +3 melee (1d8+1/19–20) or light crossbow +2 ranged (1d8/19–20)
Bite +5 melee (1d6+3)
2 claws +4 melee (1d4+2) and bite +0 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
5 ft./5 ft.
5 ft./5 ft.
Special Attacks:
Curse of lycanthropy, trip
Curse of lycanthropy
Special Qualities: Alternate form, wolf empathy, low-light vision, scent
Alternate form, wolf empathy, damage reduction 10/silver, low-light vision, scent
Alternate form, wolf empathy, damage reduction 10/silver, low-light vision, scent
Saves: Fort +6, Ref +3, Will +2
Fort +8, Ref +5, Will +2
Fort +8 Ref +5, Will +2
Abilities: Str 13, Dex 11, Con 12, Int 10, Wis 11, Cha 8
Str 15, Dex 15, Con 16, Int 10, Wis 11, Cha 8
Str 15, Dex 15, Con 16, Int 10, Wis 11, Cha 8
Skills: Handle Animal +1, Hide +1, Listen +1, Move Silently +2, Spot +1, Survival +2
Handle Animal +1, Hide +6, Listen +1, Move Silently +6, Spot +1, Survival +2*
Handle Animal +1, Hide +6, Listen +1, Move Silently +6, Spot +1, Survival +2*
Feats: Improved Initiative, Iron WillB, Stealthy, TrackB, Weapon Focus (bite)
(same as human form)
(same as human form)
Environment: Temperate forests
Temperate forests
Temperate forests
Organization: Solitary, pair, pack (6–10), or troupe (2–5 plus 5–8 wolves)
(same as human form)
(same as human form)
Challenge Rating: 3
3
3
Treasure: Standard
Standard
Standard
Alignment: Always chaotic evil
Always chaotic evil
Always chaotic evil
Advancement: By character class
By character class
By character class
Level Adjustment: +3
+3
+3
Short, gray fur covers this lean, feral humanoid. It has sharp claws and a wolflike muzzle.

Werewolves in humanoid form have no distinguishing traits.

Combat

In wolf form, a werewolf can trip just as a normal wolf does. A werewolf in hybrid form usually dispenses with weapon attacks, though it can wield a weapon and use its bite as a secondary natural attack.

Alternate Form (Su): A werewolf can assume a bipedal hybrid form or the form of a wolf.

Curse of Lycanthropy (Su): Any humanoid or giant hit by a werewolf’s bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.

Trip (Ex): A werewolf in animal form that hits with a bite attack can attempt to trip the opponent (+2 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 werewolf in hybrid or wolf form gains a +4 racial bonus on Survival checks when tracking by scent.

The werewolf presented here is based on a 1st-level human warrior and natural lycanthrope, using the following base ability scores: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.

WEREWOLF LORD

Human Dire Werewolf, 10th-Level Fighter, Human Form
Medium Humanoid (Human, Shapechanger)

Human Dire Werewolf, 10th-Level Fighter, Dire Wolf Form
Large Humanoid (Human, Shapechanger)

Human Dire Werewolf, 10th-Level Fighter, Hybrid Form
Large Humanoid (Human, Shapechanger)
Hit Dice: 10d10+20 plus 6d8+30 (132 hp)    

10d10+20 plus 6d8+30 (132 hp)
10d10+20 plus 6d8+30 (132 hp)
Initiative: +2

+4

+4
Speed: 30 ft. (6 squares)
40 ft. (8 squares)
30 ft. (6 squares)
Armor Class: 26 (+2 Dex, +3 natural, +6 +2 mithral chain shirt, +5 +3 heavy shield) touch 12, flat-footed 24
19 (-1 size, +4 Dex, +6 natural), touch 13, flat-footed 15
19 (-1 size, +4 Dex, +6 natural), touch 13, flat-footed 15
Base Attack/Grapple: +14/+18

+14/+29
+14/+27
Attack: +2 bastard sword +21 melee (1d10+8/17-20) or masterwork composite longbow (+4 Str bonus) (2d8+15/17-20) +17 ranged (1d8+4/×3)
Bite +25 melee (2d6+16/19-20)
Claw +24 melee (1d6+11) or +2 bastard sword +27 melee
Full Attack: +2 bastard sword +21/+16/+11 melee (1d10+8/17-20) or masterwork composite longbow (+4 Str bonus) +17/+12/+7 ranged (1d8+4/×3)
Bite +25 melee (2d6+16/19-20)
2 claws +24 melee (1d6+11) and bite +20 melee (2d6+5/19-20); or +2 bastard sword +27/+22/+17 melee (2d8+15/17-20) and bite +20 melee (2d6+5/19-20)
Space/Reach: 5 ft./5 ft.
10 ft./5 ft.
10 ft./10 ft.
Special Attacks: -

Curse of lycanthropy
Curse of lycanthropy
Special Qualities: Alternate form, wolf empathy, low-light vision, scent
Alternate form, wolf empathy, damage reduction 10/silver, low-light vision, scent
Alternate form, wolf empathy, damage reduction 10/silver, low-light vision, scent
Saves: Fort +16, Ref +12, Will +13

Fort +17, Ref +12, Will +11
Fort +17, Ref +12, Will +11
Abilities: Str 18, Dex 14, Con 14 Int 10, Wis 12, Cha 12
Str 32, Dex 18, Con 20 Int 10, Wis 12, Cha 12
Str 32, Dex 18, Con 20 Int 10, Wis 12, Cha 12
Skills: Handle Animal +4, Hide +6, Listen +9, Move Silently +8, Spot +13, Survival +5
Handle Animal +4, Hide +6, Listen +9, Move Silently +12, Spot +13, Survival +5*
Handle Animal +4, Hide +6, Listen +9, Move Silently +12, Spot +13, Survival +5*
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 WillB, Power Attack, Run, Stealthy, TrackB, Weapon Focus (bastard sword), Weapon Focus (bite), Weapon Specialization (bastard sword)
(same as human form)
(same as human form)
Environment: Temperate forests
Temperate forests
Temperate forests
Organization: Solitary, pair, or pack (1-2 werewolf lords plus 2-4 werewolves plus 5-8 wolves)
(same as human form)
(same as human form)
Challenge Rating: 14

14

14
Treasure: Standard

Standard
Standard
Alignment: Chaotic evil
Chaotic evil
Chaotic evil
Advancement: By character class

By character class
By character class
Level Adjustment: +3

+3

+3
Feral and powerful, this humanoid is covered in gray fur and armed with sharp claws and teeth. It stands as tall as an ogre, and it has a wolf-like muzzle and hateful eyes.

Stronger, hardier, and more deadly than its lesser fellows, the werewolf lord is a murderous beast that delights in wreaking havoc.

The werewolf lord presented here is a 10th-level human fighter and natural lycanthrope, using the following base ability scores: Str 16, Dex 14, Con 14, Int 10, Wis 10, Cha 12.

COMBAT

Werewolf lords can assume a hybrid form as well as an animal form. In dire wolf form, they can trip just as normal wolves do. In hybrid form, they can wield weapons or fight with their claws.

Alternate Form (Su): A werewolf lord can assume a bipedal hybrid form or the form of a dire wolf.

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). (Different werewolf lords may have different possessions.)

HILL GIANT DIRE WEREBOAR

Hill Giant Dire Wereboar, Giant Form
Large Giant (Shapechanger)

Hill Giant Dire Wereboar, Dire Boar Form
Large Giant (Shapechanger)

Hill Giant Dire Wearboar, Hybrid Boar Form Large Giant (Shapechanger)
Hit Dice: 12d8+51 plus 7d8+49 (185 hp)
12d8+51 plus 7d8+49 (185 hp)
12d8+51 plus 7d8+49 (185 hp)
Initiative: –1
–1
–1
Speed: 30 ft. in hide armor (6 squares); base speed 40 ft.
40 ft. (8 squares)
40 ft. (8 squares)
Armor Class: 22 (–1 size, –1 Dex, +11 natural, +3 hide armor), touch 8, flat-footed 22
16 (–1 size, –1 Dex, +8 natural), touch 8, flat-footed 16
19 (–1 size, –1 Dex, +11 natural), touch 8, flat-footed 19
Base Attack/Grapple: +14/+25
+14/+33
+14/+33
Attack: Greatclub +21 melee (2d8+10) or slam +20 melee (1d4+7) or rock +12 ranged (2d6+7)
Gore +28 melee (1d8+22)
Greatclub +29 melee (2d8+22) or claw +28 melee (1d6+15)
Full Attack: Greatclub +21/+16 melee (2d8+10) or 2 slams +20 melee (1d4+7) or rock +12 ranged (2d6+7)
Gore +28 melee (1d8+22)
Greatclub +29 melee (2d8+22) and gore +23 melee (1d8+7); or 2 claws +28 melee (1d6+15) and gore +23 melee (1d8+7)
Space/Reach: 10 ft./10 ft.
10 ft./5 ft.
10 ft./10 ft.
Special Attacks: Rock throwing
Curse of lycanthropy
Curse of lycanthropy
Special Qualities: Alternate form, boar empathy, ferocity, low-light vision, rock catching, scent
Alternate form, boar empathy, damage reduction 10/silver, ferocity, low-light vision, scent
Alternate form, boar empathy, damage reduction 10/silver, ferocity, low-light vision, scent
Saves: Fort +17, Ref +8, Will +12
Fort +20, Ref +8, Will +12
Fort +20, Ref +8, Will +12
Abilities: Str 25, Dex 8, Con 19, Int 6, Wis 12, Cha 7
Str 41, Dex 8, Con 25, Int 6, Wis 12, Cha 7
Str 41, Dex 8, Con 25, Int 6, Wis 12, Cha 7
Skills: Climb +10, Jump +10, Listen +10, Spot +12
Climb +18, Jump +22, Listen +10, Spot +12
Climb +18, Jump +22, Listen 10, Spot +12
Feats: AlertnessB, Cleave, Endurance, Improved Bull Rush, Improved Sunder, Iron WillB, Power Attack, Weapon Focus (greatclub)
(same as giant form)
(same as giant form)
Environment: Temperate hills
Temperate hills
Temperate hills
Organization: Solitary, pair, brood (3–4), or troupe (2–4 plus 1–4 dire boars)
(same as giant form)
(same as giant form)
Challenge Rating: 11
11
11
Treasure: Standard
Standard
Standard
Alignment: Neutral
Neutral
Neutral
Advancement: By character class
By character class
By character class
Level Adjustment: +7
+7
+7
This giant is covered in short, bristly fur and has sharp claws. Its head is piglike, with jutting tusks and small, angry red eyes.

Dire wereboars in giant form look much like normal hill giants, though slightly stockier, and with coarser, stiffer hair and stiff.

The dire wereboar described here is based on a hill giant and natural lycanthrope with normal ability scores for a hill giant.

Combat

Dire wereboars anger quickly. They usually begin a battle in giant form, then switch to hybrid form to take advantage of their immense strength in that shape. They like to use their Improved Bull Rush and Improved Sunder feats to shove opponents around and smash their weapons and shields.

Alternate Form (Su): A dire wereboar can assume a bipedal hybrid form or the form of a dire boar.

Boar Empathy (Ex): Communicate with boars and dire boars, and +4 racial bonus on Charisma-based checks against boars and dire boars.

Curse of Lycanthropy (Su): Any humanoid or giant hit by a dire wereboar’s bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.

Ferocity (Ex): A dire wereboar is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.

CREATING A LYCANTHROPE

“Lycanthrope” is a template that can be added to any humanoid or giant (referred to hereafter as the base creature). The lycanthrope template can be inherited (for natural lycanthropes) or acquired (for afflicted lycanthropes). Becoming a lycanthrope is very much like multiclassing as an animal and gaining the appropriate Hit Dice.

Size and Type: The base creature’s type does not change, but the creature gains the shapechanger subtype. The lycanthrope takes on the characteristics of some type of carnivorous or omnivorous creature of the animal type (referred to hereafter as the base animal).

This animal can be any predator, scavenger, or omnivore whose size is within one size category of the base creature’s size (Small, Medium, or Large for a Medium base creature). Lycanthropes can also adopt a hybrid shape that combines features of the base creature and the base animal. A lycanthrope’s hybrid form is the same size as the base animal or the base creature, whichever is larger.

A lycanthrope uses either the base creature’s or the base animal’s statistics and special abilities in addition to those described here.

Hit Dice and Hit Points: Same as the base creature plus those of the base animal. To calculate total hit points, apply Constitution modifiers according to the score the lycanthrope has in each form.

Speed: Same as the base creature or base animal, depending on which form the lycanthrope is using. Hybrids use the base creature’s speed.

Armor Class: The base creature’s natural armor bonus increases by +2 in all forms. In hybrid form, the lycanthrope’s natural armor bonus is equal to the natural armor bonus of the base animal or the base creature, whichever is better.

Base Attack/Grapple: Add the base attack bonus for the base animal to the base attack bonus for the base creature. The lycanthrope’s grapple bonus uses its attack bonus and modifiers for Strength and size depending on the lycanthrope’s form.

Attacks: Same as the base creature or base animal, depending on which form the lycanthrope is using. A lycanthrope in hybrid form gains two claw attacks and a bite attack as natural weapons. These weapons deal damage based on the hybrid form’s size. A hybrid may attack with a weapon and a bite, or may attack with its natural weapons. The bite attack of a hybrid is a secondary attack.

Hybrid Size Claw Bite
Small 1d3 1d4
Medium 1d4 1d6
Large 1d6 1d8
Huge 2d4 2d6

Damage: Same as the base creature or base animal, depending on which form the lycanthrope is in.

Special Attacks: A lycanthrope retains the special attacks of the base creature or base animal, depending on which form it is using, and also gains the special attacks described below.

A lycanthrope’s hybrid form does not gain any special attacks of the base animal. A lycanthrope spellcaster cannot cast spells with verbal, somatic, or material components while in animal form, or spells with verbal components while in hybrid form.

Curse of Lycanthropy (Su): Any humanoid or giant hit by a natural lycanthrope’s bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy. If the victim’s size is not within one size category of the lycanthrope the victim cannot contract lycanthropy from that lycanthrope. Afflicted lycanthropes cannot pass on the curse of lycanthropy.

Special Qualities: A lycanthrope retains all the special qualities of the base creature and the base animal, and also gains those described below.

Alternate Form (Su): A lycanthrope can assume the form of a specific animal (as indicated in its entry). It does not assume the ability scores of the animal, but instead adds the animal’s physical ability score modifiers to its own ability scores. A lycanthrope also can assume a bipedal hybrid form with prehensile hands and animalistic features.

Changing to or from animal or hybrid form is a standard action. A slain lycanthrope reverts to its humanoid form, although it remains dead. Separated body parts retain their animal form, however. Afflicted lycanthropes find this ability difficult to control (see Lycanthropy as an Affliction, below), but natural lycanthropes have full control over this power.

Damage Reduction (Ex): An afflicted lycanthrope in animal or hybrid form has damage reduction 5/silver. A natural lycanthrope in animal or hybrid form has damage reduction 10/silver.

Lycanthropic Empathy (Ex): In any form, lycanthropes can communicate and empathize with normal or dire animals of their animal form. This gives them a +4 racial bonus on checks when influencing the animal’s attitude and allows the communication of simple concepts and (if the animal is friendly) commands, such as “friend,” “foe,” “flee,” and “attack.”

Low-Light Vision (Ex): A lycanthrope has low-light vision in any form.

Scent (Ex): A lycanthrope has the scent ability in any form.

Base Save Bonuses: Add the base save bonuses of the base animal to the base save bonuses of the base creature.

Abilities: All lycanthropes gain +2 to Wisdom. In addition, when in animal form, a lycanthrope’s physical ability scores improve according to its kind, as set out in the table below. These adjustments are equal to the animal’s normal ability scores –10 or –11. A lycanthrope in hybrid form modifies its physical ability scores by the same amount.

In addition, a lycanthrope may also gain an additional ability score increase by virtue of its extra Hit Dice.

Skills: A lycanthrope gains skill points equal to (2 + Int modifier, minimum 1) per Hit Die of its animal form, as if it had multiclassed into the animal type. (Animal is never its first Hit Die, though, and it does not gain quadruple skill points for any animal Hit Die.) Any skill given in the animal’s description is a class skill for the lycanthrope’s animal levels. In any form, a lycanthrope also has any racial skill bonuses of the base creature and of the base animal, although conditional skill bonuses only apply in the associated form.

Feats: Add the base animal’s feats to the base creature’s. If this results in a lycanthrope having the same feat twice, the lycanthrope gains no additional benefit unless the feat normally can be taken more once, in which case the duplicated feat works as noted in the feat description. This process may give the lycanthrope more feats than a character of its total Hit Dice would normally be entitled to; if this occurs, any “extra” feats are denoted as bonus feats.

It’s possible that a lycanthrope cannot meet the prerequisites for all its feats when in humanoid form. If this occurs, the lycanthrope still has the feats, but cannot use them when in humanoid form. A lycanthrope receives Iron Will as a bonus feat.

Environment: Same as either the base creature or base animal.

Organization: Solitary or pair, sometimes family (3–4), pack (6–10), or troupe (family plus related animals)

Challenge Rating: By class level or base creature, modified according to the HD of the base animal: 1 HD or 2 HD, +2; 3 HD to 5 HD, +3; 6 HD to 10 HD, +4; 11 HD to 20 HD, +5; 21 or more HD, +6.

Treasure: Standard.

Alignment: Any. Noble creatures such as bears, eagles, and lions tend to produce good-aligned lycanthropes. Sinister creatures such as rats, snakes, and wolves tend to produce evil-aligned lycanthropes. This is a reflection of how these animals are perceived, not any innate quality of the animal itself, so the alignment of the animal form can be arbitrarily assigned.

Advancement: By character class.

Level Adjustment: Same as the base creature +2 (afflicted) or +3 (natural). In addition, a lycanthrope’s character level is increased by the number of racial Hit Dice the base animal has.

Common Lycanthropes

Name Animal Form Animal or Hybrid Form
Ability Modifiers
Preferred
Alignment
Werebear Brown bear Str +16, Dex +2, Con +8 Lawful good
Wereboar Boar Str +4, Con +6 Neutral
Wererat Dire rat Dex +6, Con +2 Chaotic evil
Weretiger Tiger Str +12, Dex +4, Con +6 Neutral
Werewolf Wolf Str +2, Dex +4, Con +4 Chaotic evil
Dire werewolf Dire wolf Str +14, Dex +4, Con +6 Chaotic evil
Dire wereboar Dire boar Str +16, Con +6 Neutral
LYCANTHROPY AS AN AFFLICTION

When a character contracts lycanthropy through a lycanthrope’s bite (see above), no symptoms appear until the first night of the next full moon. On that night, the afflicted character involuntarily assumes animal form and forgets his or her own identity, temporarily becoming an NPC. The character remains in animal form, assuming the appropriate alignment, until the next dawn.

The character’s actions during this first episode are dictated by the alignment of its animal form. Good-aligned lycanthropes seek to avoid settlements or travelers and nonnatural environments, seeking out wilderness environs. They may hunt the natural prey of their kind, but avoid attacking good and neutral intelligent creatures. Evil-aligned lycanthropes seek to murder as many intelligent creatures as possible, often killing their own family members and friends. They generally seek out places where such victims may be found. Neutral creatures seek remote areas and avoid contact with civilization, but might attack travelers or other folk abroad in the wilderness if the travelers are few in number. However, the attack is driven by natural ferocity and hunger, not malice. In any case, the character remembers nothing about the entire episode (or subsequent episodes) unless he succeeds on a DC 15 Wisdom check, in which case he becomes aware of his lycanthropic condition.

Thereafter, the character is subject to involuntary transformation under the full moon and whenever damaged in combat. He or she feels an overwhelming rage building up and must succeed on a Control Shape check (see below) to resist changing into animal form. Any player character not yet aware of his or her lycanthropic condition temporarily becomes an NPC during an involuntary change, and acts according to the alignment of his or her animal form.

A character with awareness of his condition retains his identity and does not lose control of his actions if he changes. However, each time he changes to his animal form, he must make a Will save (DC 15 + number of times he has been in animal form) or permanently assume the alignment of his animal form in all shapes. An evil lycanthrope who is aware of his actions in animal form is not compelled to murder and kill indiscriminately, but he delights in bloodshed and will certainly seek out opportunities to slaughter intelligent beings, preferably those of his own race.

Once a character becomes aware of his affliction, he can now voluntarily attempt to change to animal or hybrid form, using the appropriate Control Shape check DC. An attempt is a standard action and can be made each round. Any voluntary change to animal or hybrid form immediately and permanently changes the character’s alignment to that of the appropriate lycanthrope.

Changing Form

Changing form is a standard action. If the change is involuntary, the character performs the change on his next turn following the triggering event. Changing to animal or hybrid form ruins the character’s armor and clothing (including any items worn) if the new form is larger than the character’s natural form; carried items are simply dropped. Characters can hastily doff clothing while changing, but not armor. Magic armor survives the change if it succeeds on a DC 15 Fortitude save. An afflicted character who is not aware of his condition remains in animal form until the next dawn. An afflicted character who is aware of his or her condition (see above) can try to resume humanoid form following a change (voluntary or involuntary) with a Control Shape check, but if he fails his check, he remains in animal (or hybrid) form until the following dawn.

Curing Lycanthropy

An afflicted character who eats a sprig of belladonna (also called wolfsbane) within 1 hour of a lycanthrope’s attack can attempt a DC 20 Fortitude save to shake off the affliction. If a healer administers the herb, use the character’s save bonus or the healer’s Heal modifier, whichever is higher. The character gets only one chance, no matter how much belladonna is consumed. The belladonna must be reasonably fresh (picked within the last week).

However, fresh or not, belladonna is toxic. The character must succeed on a DC 13 Fortitude save or take 1d6 points of Strength damage. One minute later, the character must succeed on a second DC 13 save or take an additional 2d6 points of Strength damage.

A remove disease or heal spell cast by a cleric of 12th level or higher also cures the affliction, provided the character receives the spell within three days of the lycanthrope’s attack.

The only other way to remove the affliction is to cast remove curse or break enchantment on the character during one of the three days of the full moon. After receiving the spell, the character must succeed on a DC 20 Will save to break the curse (the caster knows if the spell works). If the save fails, the process must be repeated. Characters undergoing this cure are often kept bound or confined in cages until the cure takes effect.

Only afflicted lycanthropes can be cured of lycanthropy.

LYCANTHROPES AS CHARACTERS

Since they live in the wilderness, most lycanthropes become barbarians or rangers. Wererats tend to become rogues. Becoming a lycanthrope does not change a character’s favored class but usually changes alignment (see above). This alignment change may cause characters of certain classes to lose some of their class features, as noted in the class description.

Lycanthrope characters possess the following racial traits.

  • +2 Wisdom. Physical abilities are increased by the animal form’s ability modifiers when a lycanthrope changes to its hybrid or animal forms.

  • Size same as the base creature or the base animal form.

  • Low-light vision in any form.

  • Scent in any form.

  • Racial Hit Dice: A lycanthrope adds the Hit Dice of its animal form to its base Hit Dice for race, level, and class. These additional Hit Dice modify the lycanthrope’s base attack bonus and base saving throw bonuses accordingly.

  • Racial Skills: A lycanthrope adds skill points for its animal Hit Dice much as if it had multiclassed into the animal type. It gains skill points equal to (2 + Int modifier, minimum 1) per Hit Die of the animal form. Any skills that appear in the animal’s description are treated as class skills for the lycanthrope’s animal levels. The lycanthrope’s maximum skill ranks are equal to its animal form Hit Dice + its racial Hit Dice (if any) + its class levels + 3. Any racial skill adjustments of the lycanthrope’s base race and its animal form (but not conditional adjustments) are added to its skill modifiers in any form.

  • Racial Feats: Add the animal’s Hit Dice to the base character’s own Hit Dice to determine how many feats the character has. All lycanthropes gain Iron Will as a bonus feat.

  • +2 natural armor bonus in any form.

  • Special Qualities (see above): Alternate form, lycanthropic empathy, curse of lycanthropy (in animal or hybrid form only).

  • Afflicted lycanthrope: damage reduction 5/silver (in animal or hybrid form only).

  • Natural lycanthrope: damage reduction 10/silver (in animal or hybrid form only).

  • Automatic Languages: As base creature.

  • Favored Class: Same as the base creature.

  • Level adjustment: Same as the base creature +2 (afflicted) or +3 (natural).

CONTROL SHAPE (WIS)

Any character who has contracted lycanthropy and is aware of his condition can learn Control Shape as a class skill. (An afflicted lycanthrope not yet aware of his condition can attempt Control Shape checks untrained.) This skill determines whether an afflicted lycanthrope can control his shape. A natural lycanthrope does not need this skill, since it has full control over its shape.

Check (Involuntary Change): An afflicted character must make a check at moonrise each night of the full moon to resist involuntarily assuming animal form. An injured character must also check for an involuntary change after accumulating enough damage to reduce his hit points by one-quarter and again after each additional one-quarter lost.

Involuntary Change Control
Shape DC
Resist involuntary change 25

On a failed check, the character must remain in animal form until the next dawn, when he automatically returns to his base form. A character aware of his condition may make one attempt to return to humanoid form (see below), but if he fails, he remains in animal form until the next dawn.

Retry (Involuntary Change): Check to resist an involuntary change once each time a triggering event occurs.

Check (Voluntary Change): In addition, an afflicted lycanthrope aware of his condition may attempt to use this skill voluntarily in order to change to animal form, assume hybrid form, or return to humanoid form, regardless of the state of the moon or whether he has been injured.

Involuntary Change Control
Shape DC
Return to humanoid form (full moon*) 25
Return to humanoid form (not full moon) 20
Assume hybrid form 15
Voluntary change to animal form (full moon) 15
Voluntary change to animal form (not full moon) 20
* For game purposes, the full moon lasts three days every month.

Retry (Voluntary Change): A character can retry voluntary changes to animal form or hybrid form as often as he likes. Each attempt is a standard action. However, on a failed check to return to humanoid form, the character must remain in animal or hybrid form until the next dawn, when he automatically returns to humanoid form.

Special: An afflicted lycanthrope cannot attempt a voluntary change until it becomes aware of its condition (see Lycanthropy as an Affliction).