CR 3 Waterwolf


Curse (Su)

Any creature bitten by a waterwolf who fails a DC 13 Will save falls under a curse whereby on the following new moon, that character transforms into a waterwolf, as per polymorph rules. He or she also changes alignment to chaotic evil. A successful break enchantment or remove curse spell along with a caster level check DC 15 restores the character to their true race. The save DC is Charisma-based.

Change Shape (Su)

A waterwolf's natural form resembles that of a wolf-headed seal, but it can assume two other forms as well: humanoid (usually human) or a humanoid-hybrid form. The humanoid form is always unique; that is to say that the waterwolf cannot assume the appearance of any humanoid creature he or she desires, but always the same appearance and traits (much the same as a lycanthrope).
A waterwolf remains in one form until it chooses to assume a new form. A change in form cannot be dispelled, nor does a waterwolf change shape when killed. A waterwolf's natural form is revealed by a true seeing spell.

Hold Breath (Ex)

A waterwolf can hold its breath for a number of rounds equal to its Constitution score x 6 before risk of drowning.

Medium Magical Beast
Space/Reach: 5'/5'
Hit Dice: 4d10+8 (36)
Vision: Normal, low-light
Initiative: +3
Speed: Natural form: 10'/40' swim; hybrid form: 30'/20' swim; humanoid form: 30'
Armour Class: Natural & hybrid form: 17 (+3 Dex, +4 Natural), touch 13, flat-foot 14; humanoid form: 20 (+3 Dex, +4 Natural, +2 leather, +1 Lshield), touch 13, flat-foot 17
Damage Reduction: 2/—
Base Attack: +4
Attack: Bite +11 melee (1d6+3) in natural or hybrid form; longsword +10 melee (1d8+2/19-20) in human form
Full Attack: Bite +11 melee (1d6+3) in natural form; Bite +11 melee (1d6+3) and 2 claws +6 melee (1d4+1) in hybrid form; longsword +10 melee (1d8+2/19-20) in human form
Offensive CM 21/+6
Defensive CM 22/+7
Special Attacks: Curse
Special Qualities: Change shape, hold breath, scent
Saves: Fort +6, Ref +5, Will +6
Abilities: Str 15, Dex 17, Con 14, Int 10, Wis 14, Cha 12
Skills: Bluff +3, Disguise +3, Perception +10, Stealth +5, Swim +10, Profession (sailor) +4
Feats: Irom Will, Stealthy, Weapon Focus (bite)
Environment: Temperate Aquatic
Organisation: Solitary, Pair, or Pack (5-11)
Challenge Rating: 3
Experience: 800
Treasure: Standard
Alignment: CE
Advancement: 5-12 HD (Medium)
Level Adjustment: +2

Categories: Monsters

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