Upheaval

Werewolf (Archetype)

CR 2 humanoid

Senses: Perception 4, Low Light Vision, ScentThis special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights. The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When a creature detects a scent, the exact location of the source is not revealed-only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source's location. A creature with the scent ability can follow tracks by smell with a perception check instead of using the Track skill.

Speed: Varies Skills: Athletics 4, Intimidation 4

Ability Scores: Str 19 (+8), Dex 15 (+3), Con 17 (+7), Int 8 (+0), Wis 14 (+3), Cha 8 (+0)

INIT: +5 CP: +2 HP: 21 (2d10+6) SA: -- DC: 15

AC: 22 Touch: 12 Flat-footed: 20 [+2 Dodge, +10 Natural]

SR: --  Vulnerable: --  Resistant: --  Bypass: Silver, Magical Weapons

Immunity: Weapons  Effect Immunity: --

QUALITIES

Combat Reflexes (ex) - The Werewolf gets a number of reactions equal to its dexterity bonus.

Power Attack (ex) - A Werewolf may choose to take a penalty to its attack roll (up to -5). For each point of penalty, the Werewolf does one extra point of damage. The Werewolf must decide to use power attack at the beginning of its turn and it applies to all attack made until the start of its next turn.

Wolf Empathy (ex) - This creature can communicate and empathize with wolves and can use Deception as if it were Persuasion to change a jackal's attitude, rolled at advantage.

ACTIONS
Attacks

Cleave (ex) - As a standard action, the Werewolf can make a single attack with a melee weapon at its highest attack bonus. If it hits, it deals damage normally and can make another attack against a foe adjacent to the first. The Werewolf may continue making as many attacks as possible provided opponents are adjacent and in range. Using cleave, causes the creature to take a -2 penalty to AC until its next turn.

Change Shape (su) - As a lycanthrope, as a standard action, this creature can change shape between its human, hybrid, and animal form.

DESCRIPTION

This muscular creature has a man's body but the snarling head and fur coat of a wolf. XP 600

In their humanoid form, werewolves look like normal people, though some tend to look a bit feral and have wild hair. Eyebrows that grow together, index fingers longer than the middle fingers, and strange birthmarks on the palm of the hand are all commonly accepted indications that a person is in fact a werewolf. Of course, such telltale signs are not always accurate, for such physical traits exist in normal people as well, but in areas where werewolves are a common problem, the traits can be damning regardless. Of all the various types of lycanthropes, it is the werewolf that is the most widespread and the most feared. Stories of werewolves haunting lonely forest roads, prowling misty moors on the outskirts of rural societies, or dwelling in the shadows of the largest cities are widespread as well. In most societies, werewolves are feared and despised-and with good reason, as the typical werewolf personif ies all that is savage and bestial in a lycanthrope. This isn't to say that good-aligned werewolves are unknown, but they're certainly a minority among their kind, and most werewolves are evil murderers who delight in the hunt and the succulent taste of raw meat. Just as wolves are pack animals, werewolves have been known to gather in colonies and live among their own kind, humanoid by day and beast at night. Visitors to werewolf villages are generally rushed out of town before nightfall so as not to discover the citizenry's dark secret-unless, of course, the pack decides that the unlucky visitor won't be missed by friends back home.

In their humanoid form, werewolves look like normal people, though some tend to look a bit feral and have wild hair. Eyebrows that grow together, index fingers longer than the middle fingers, and strange birthmarks on the palm of the hand are all commonly accepted indications that a person is in fact a werewolf. Of course, such telltale signs are not always accurate, for such physical traits exist in normal people as well, but in areas where werewolves are a common problem, the traits can be damning regardless. Of all the various types of lycanthropes, it is the werewolf that is the most widespread and the most feared. Stories of werewolves haunting lonely forest roads, prowling misty moors on the outskirts of rural societies, or dwelling in the shadows of the largest cities are widespread as well. In most societies, werewolves are feared and despised-and with good reason, as the typical werewolf personif ies all that is savage and bestial in a lycanthrope. This isn't to say that good-aligned werewolves are unknown, but they're certainly a minority among their kind, and most werewolves are evil murderers who delight in the hunt and the succulent taste of raw meat. Just as wolves are pack animals, werewolves have been known to gather in colonies and live among their own kind, humanoid by day and beast at night. Visitors to werewolf villages are generally rushed out of town before nightfall so as not to discover the citizenry's dark secret-unless, of course, the pack decides that the unlucky visitor won't be missed by friends back home.