View Full Version : True Werewolf - CR ?

2007-05-10, 11:34 AM
I came up with a CR of 9 on this but was curious what other peoples opinion on the CR was.

Flavor Text: Not all crosses between men and wolves are controlled by the moon. Indeed it is said that the first werewolves had no ability to shift thier shapes and where forever a cross between man and wolf.

Some of these true werewolves still exisit and can be a deadly surprise to those used to hunting the more common lesser werewolves.

Name: Werewolf
Size/Type: Large Monstrous Humanoid
Hit Dice: 8D8+ 56 (96)
Initiative: +4
Speed: 60 ft. (8 squares)
Armor Class 27 (+3 Dex, +6 natural, +5 MW Breastplate, +4 Dodge, -1 Size) touch 16; flat-footed 20
Damage Reduction: 7/- (+5 Natural, +2 MW Breastplate)
Base Attack/Grapple: +8/+20
Attack: Great Axe +16 (3d6+12/20x3)
Full Attack: Great Axe +16/+12 (3d6+12/20x3) and Bite +14 (2d4+4)
Space/Reach: 10ft./10ft.
Special Attacks: Ripping Bite, Nausea
Special Qualities: Regeneration 12, Preternatural Speed, Low-light vision, scent, Wolf Empathy
Saves: Fort: 9, Ref: 11, Will: 6
Abilities: Str 26, Dex 18, Con 24, Int 13, Wis 8, Cha 10
Skills: Spot (10), Survival (5), Hide (15), Jump (13)
Feats: Run (B), Power Attack (B), Cleave, Great Cleave, Combat Reflexes (5)
Environment: Dor'Engauer
Organization: Solitary, pack 2+1d4 and 1d4-2 human ravagers, or band 6+1d6 human ravagers and 1 vampire
Challenge Rating: 9
Alignment: Any Evil
Advancement: by Class;
Equipment: Large MW Sharp Great Axe, Large MW Breastplate

Special Abilities:
Ripping Bite (Ex): Any bite from a werewolf bleeds for a number of rounds equal to the damage dealt by the bite. The bleeding causes 1 point of damage per round. A DC 15 heal check stops the bleeding.
Nausea(Ex): A creature bitten by a werewolf must make a Fort Save DC (21) or be nauseated for 1 round.
Preternatural Speed (Ex): All a werewolfs attacks are considered to be one speed faster than normal.
Wolf Empathy (Ex): Communicate with wolves and dire wolves, and +4 racial bonus on Charisma-based checks against wolves and dire wolves.
Regeneration (Ex): 1/2 the damage from weapons coated in Werebane is considered normal. If a werewolf loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.
Languages: Yaun-ti, Eastern

Sharp: Adds +1 to weapon damage.

New Alchemical item:
Werebane 250 gp (shoddy: 125gp, Masterwork: 500gp)
Item: Werebane
Description: The bane of werewolves.
Effect: This substance can be applied to a weapon as a standard action. It will cause half the damage per hit to be lethal damage to werewolves for one hour. One vial will coat a single melee weapon or 20 units of ammunition and lasts until the next Sunrise.
Quality Effect: Shoddy only one quarter of the damage is considered lethal. Masterwork all damage inflicted is considered lethal.
Special Ingredients: Human Blood, Wolf Blood, Silver