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The Werewolf
Starting ability score range:
Ability | Min | Max |
Strength | 7 | 19 |
Dexterity | 4 | 17 |
Constitution | 9 | 19 |
Intelligence | 3 | 18 |
Wisdom | 3 | 16 |
Charisma | 3 | 16 |
Adjustment to starting ability score:
Werewolves gets +1 to their Strength and +1 to their Constitution though they will lose 1 points of Charisma and one (1) point of Dexterity.
Allowed classes and level restriction:
Warrior:
Fighter 15
Priests:
Shaman* 8
*You can find this class in the complete book of humanoid or in the complete Barbarian guide
No classes mixing allowed
Hit dice:
The werewolves gets the normal HD depending on their class. At level one werewolves gets an additional 5 HP instead of their constitution bonus.
Alignment:
Werewolves can be any alignment but most of them are evil or neutral.
Natural Armor Class:
Werewolves have a natural AC of 7.
Background:
When they are in their human form, werewolves are a little bit smaller than human (they are about 5 feet tall). During full moon, young werewolves won't be able to control themselves and will try to kill as many people as possible but when they get higher level they will learn to control they metamorphoses. When they metamorphose into their wolf form they have to kill at least one person or creature or they will lose 10% of their total experience (minimum of 500). For each additional creature they kill they will get 500 experience points (only when they can control themselves).
Special attacks:
When werewolves are in their wolf form they can use their claws and teeth to attack. They are allowed to attack three times a turn (2 times with their claws and one with their teeth). Each claws deals 1d6 damages each and his teeth can deliver 3d4 damages every turn. The werewolf can't attack with his teeth if his opponent has an armor made of metal (he can still attack chain mail though).
Language:
Werewolves can choose any language when they are created. At level 3 werewolves will learn to talk with normal wolves and will be able to communicate with any creature from the forest at level 7.
Special advantages:
Werewolves get special power as they advances in levels. Below you can find a list of the power that they can get and at what level they will get them:
- At level 3 werewolves learn to communicate with other wolves.
- At level 4 the werewolves will be able to start controlling himself when transforming in his wolf form.
- At level 5 the werewolf will transform on the night before and after into his wolf form, he won't have to kill anyone but will be able to control himself.
- At level 6 the werewolf will be able to call 2d6 wolves (when he is in his human or wolf form), the wolves will come to him in 1d4 rounds if he is in the forest and in 1d4 turns if he is somewhere else. The wolves will obey to the werewolf.
- Also at level 6 the werewolf will get a magical resistance of 10% the resistance will increase by 2% every level.
- At level 7* the werewolf will get an immunity from non-magical weapon (monsters with 4HD+1HP or more are considered to have magical weapon)
- At level 8 the werewolf will be able to transform into his wolf form on every night. He will also be able to control himself, he will only have to kill the person he has to kill on full moon night.
- Also at level 8 the werewolf will be able to summon 1d6 giant wolves or 1d6 ice wolves if he is in cold lands.
- At level 9 the werewolf will have to kill and eat people at least twice a month (full moon and no moon)
- At level 10 the werewolf's natural AC will be improved to 4 and will go down by 1 points every two levels until he reaches level 16
- At level 12* the werewolf will only be hurt by magical weapon with a bonus of +2 (or monsters with 6HD+2HP or more)
- At level 13 the werewolf will learn how to change into a wolf during day and night but will lose 1 HP every turn when he is in his wolf form during day time.
- At level 14* the werewolf will get an immunity from magical weapon with a bonus of +2 (+3 weapons (or more powerful) and monsters with 8HD+3HP or more will hurt him)
- At level 15 the werewolf will be able to metamorphose into his wolf form when he wants to and won't lose any HP when in his wolf form during day time.
- At level 16 the werewolf will get an immunity to charm spells and psyonics powers.
- At level 19* only weapon of +4 or more will hurt a werewolf (or monsters with 10HD+4HP).
* All weapon resistance only apply when the werewolf is in his wolf form, when he is in his human form he will still take half the damages he would normally take from the weapon his wolf form is immune from.
If you want your werewolf to reach level 16 or higher you have to use an optional rule. It allows your character to get higher level than the maximum level normally allowed to him. You can find this rule in the DMG (look at the beginning of the races section). I don't know if this rules still exist in the third edition.
Special Disadvantages:
- Werewolves has to remove 10% from the experience they gain in combat (they won't loose anything if the have the 10% bonus from their class prime attribute).
- They also takes three times the normal damages from weapon made of silver whatever their level is even if it is not magical.
- Another disadvantage that werewolves have is to have red eyes even when they are in their human form, even if theses eyes allows the werewolf to see twice better than normal humans in the dark it is the best way to find that the player is a werewolf.
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