• werewolfArmor Class: 15 (11 human)
  • Hit Dice:  4d6
  • Hit Bonus: +2
  • Damage: 2d8
  • Movement: 180 (40) feet
  • Morale Save: +13
  • Experience: 350
  • Number Attacks: 1 bite
  • Number Appearing: 1d6
  • Alignment: Chaotic
  • Habitat: Any
  • Negotiation: No (Yes)
  • Loot: None

Werewolves are humans who can change into wolves. They do not wear armor, since it would interfere with their shape changing. Any lycanthrope can summon 1-2 wolves. Summoned animals will arrive in 1-4 rounds. If a werewolf is hit by wolfsbane, it must make a Saving Throw vs. Poison or run away in fear. The sprig of wolfsbane must be swung or thrown as a weapon, using normal combat procedures.

Animal Form: In animal form, a lycanthrope may only be harmed by magic weapons, silvered weapons, or magic spells. The lycanthrope cannot speak normal languages, though it can speak with normal wolves.

Human Form: In human form, a lycanthrope often looks somewhat like a wolf. In this form, they may be attacked normally, and may speak any known languages.

Lycanthropy: Lycanthropy is a disease. Any human character who is severely hurt by a werewolf, and loses more than half of his or her hit points when in battle with it, will become a werewolf of in 2d12 days. The victim will begin to show signs of the disease after half that time. The disease will kill demi-humans instead of turning them into werewolves. It may only be cured by a high level cleric (11th level or greater), who will do so for a suitable price or service. Any character who becomes a full werewolf will become an NPC, to be run by the DM only.

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