The Alexandrian

Today’s lycanthropic template actually comes about because my first idea for sample werewolves could be summed up in two words: “Giant Werewolves”. But when I poked around at the idea for a bit, I realized that it was kind of unsatisfying for giant werewolf hybrids to shrink down into perfectly ordinary wolves. Clearly dire werewolves were called for.

Remember, these templates are designed to streamline and simplify the process of creating lycanthropes for 3.5:

(1) Create a stat block for the base creature.

(2) Apply the lycanthrope template in order to create the stat block for the humanoid form.

(3) Apply the hybrid template to the humanoid form in order to create the stat block for the hybrid form.

(4) Apply the animal form template to the humanoid form in order to create the stat block for the animal form

DIRE WEREWOLF TEMPLATES

DIRE WEREWOLF TEMPLATE
Apply this template to the base creature to create the werewolf’s humanoid form. This template can be added to any humanoid or giant.

Size and Type: Creature gains the “shapechanger” subtype.
Hit Dice and Hit Points: Add 6d8 hit die to the base creature.
Armor Class: +2 bonus to natural armor.
Base Attack: +4 BAB

Special Qualities: alternate form, low-light vision, lycanthropic empathy, scent

Base Save Bonuses: Fort +5, Ref +5, Will +5
Abilities: Wis +2, may gain an ability score increase due to additional hit dice
Skills: +2 racial bonus on Hide, Listen, Move Silently, and Spot checks. Gains (2 + Int modifier) x 6 skill points, treating Hide, Listen, Move Silently, Spot, and Survival as class skills.
Feats: Alertness, Run, Track, Weapon Focus (bite)

Challenge Rating: +4

DIRE WEREWOLF HYBRID TEMPLATE
Apply this template to the werewolf’s humanoid form to create the stat block for its hybrid form.

Size and Type: Large or the size of the base creature, whichever is larger.
Armor Class: +5 natural armor (if better than the humanoid form’s natural armor)
Attacks: Gains 2 claw attacks and 1 bite as a secondary attack (-5 penalty).

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

Special Attacks: curse of lycanthropy (Fort DC 15); cannot cast spells with verbal components
Special Qualities: DR 5/silver for afflicted lycanthropes; DR 10/silver for natural lycanthropes

Abilities: Str +14, Dex +4, Con +6

DIRE WEREWOLF ANIMAL FORM TEMPLATE
Apply this template to the werewolf’s humanoid form to create the stat block for its animal form.

Size and Type: Large
Speed: 50 ft.
Armor Class: +3 natural armor
Attacks: Replace all base attacks with a bite attack (1d8 and lycanthropy)

Special Attacks: curse of lycanthropy (Fort DC 15); cannot cast spells with verbal, somatic, or material components
Special Qualities: DR 5/silver for afflicted lycanthropes; DR 10/silver for natural lycanthropes

Abilities: Str +14, Dex +4, Con +6
Skills: +4 racial bonus on Survival checks when tracking by scent

TOTEM GIANTS

The clans of the totem giants can trace their blood back to Uru-Rukk, the Wolf Father. Their religious practices revolve around blood-bonding, ancestral offerings, and trance-rituals designed to evoke past life experiences passed through their bloodlines. The coming of age ritual for a wolf-giant involves the donning of their grandfather’s pelt (which may require the youngster to hunt and kill the old wolf… if they can).


HILL GIANT DIRE WEREWOLF – GIANT FORM (CR 11) – CE Large Giant (shapechanger)

DETECTION – low-light vision, Listen +8, Spot +11; Init -1; Languages Giant

DEFENSESAC 22 (-1 size, -1 Dex, +11 natural, +3 hide armor), touch 8, flat-footed 22; hp 153 (18d8+72); Special rock catching

ACTIONSSpd 30 ft. (base 40 ft.); Melee greatclub +20 (2d8+10) or 2 slams +19 (1d4+7); Ranged rock +12 (2d6+7); Space 10 ft.; Reach 10 ft.; Base Atk +13; Grapple +20; SA rock throwing; Combat Feats Cleave, Improved Bull Rush, Improved Sunder, Power Attack, Run, Weapon Focus (greatclub)

SQ alternate form, low-light vision, lycanthropic empathy, rock catching, scent

STR 25, DEX 8, CON 19, INT 6, WIS 12, CHA 7
FORT +17, REF +8, WILL +10

FEATS: Alertness, Cleave, Improved Bull Rush, Improved Sunder, Power Attack, Run, Track*, Weapon Focus (bite), Weapon Focus (greatclub)

SKILLS: Climb +7, Jump +7, Hide +3, Listen +8, Move Silently +4, Spot +11

 


HILL GIANT DIRE WEREWOLF – HYBRID FORM (CR 11) – CE Large Giant (shapechanger)

DETECTION – low-light vision, Listen +8, Spot +11; Init -1; Languages Giant

DEFENSESAC 23 (-1 size, +1 Dex, +11 natural, +3 hide armor), touch 9, flat-footed 22; hp 207 (18d8+126); DR 10/silver; Special rock catching

ACTIONSSpd 30 ft. (base 40 ft.); Melee 2 claws +26 (1d6+14) and bite +22 (2d6+14 and lycanthropy); Ranged rock +15 (2d6+14); Space 10 ft.; Reach 10 ft.; Base Atk +13; Grapple +27; SA curse of lycanthropy, rock throwing; Combat Feats Cleave, Improved Bull Rush, Improved Sunder, Power Attack, Run, Weapon Focus (greatclub)

SQ alternate form, low-light vision, lycanthropic empathy, rock catching, scent

STR 39, DEX 12, CON 25, INT 6, WIS 12, CHA 7
FORT +20, REF +10, WILL +10

FEATS: Alertness, Cleave, Improved Bull Rush, Improved Sunder, Power Attack, Run, Track*, Weapon Focus (bite), Weapon Focus (greatclub)

SKILLS: Climb +14, Jump +14, Hide +5, Listen +8, Move Silently +6, Spot +11

 


HILL GIANT DIRE WEREWOLF – DIRE WOLF FORM (CR 11) – CE Large Giant (shapechanger)

DETECTION – low-light vision, Listen +8, Spot +11; Init -1; Languages Giant

DEFENSESAC 13 (+1 size, -1 Dex, +3 natural), touch 10, flat-footed 12; hp 207 (18d8+126); DR 10/silver; Special rock catching

ACTIONSSpd 50 ft.; Melee bite +28 (1d8+14 and lycanthropy); Ranged +12; Space 10 ft.; Reach 10 ft.; Base Atk +13; Grapple +27; SA curse of lycanthropy, trip; Combat Feats Cleave, Improved Bull Rush, Improved Sunder, Power Attack, Run, Weapon Focus (greatclub)

SQ alternate form, low-light vision, lycanthropic empathy, rock catching, scent

STR 39, DEX 12, CON 25, INT 6, WIS 12, CHA 7
FORT +20, REF +9, WILL +10

FEATS: Alertness, Cleave, Improved Bull Rush, Improved Sunder, Power Attack, Run, Track*, Weapon Focus (bite), Weapon Focus (greatclub)

SKILLS: Climb +14, Jump +14, Hide +5, Listen +8, Move Silently +6, Spot +11


Alternate Form (Su): Switch forms as a standard action.
Curse of Lycanthropy (Su): Fort DC 15
Lycanthropic Empathy (Ex): Communicate with wolves and dire wolves; +4 bonus on Charisma-based checks against them.
Rock Catching (Ex): Reflex save as free action to catch Small (DC 15), Medium (DC 20), or Large (DC 25) rocks (or similar projectiles).
Rock Throwing (Ex): Up to 5 range increments of 120 ft. +1 racial bonus to throw rocks.
Scent (Ex): Detect presence within 30 feet (60 feet upwind, 15 feet downwind). Strong scents at double that range; overpowering at triple. Detect direction as move action. Pinpoint within 5 feet.
*Skills: In dire wolf form, gains +4 racial bonus on Survival checks when tracking by scent.

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