Weredog Working Draft
Weredog
Weredog, Human Form
Medium Humanoid (Human, Shapechanger)
Hit Dice: 1d8+1 plus 2d8+6 (20 hp)
Initiative: +4
Speed: 30 ft. (6 squares)
Armor Class: 17 (+2 natural, +4 chain shirt, +1 light shield), touch 10, flat-footed 17
Base Attack/Grapple: +2/+3
Attack: Longsword +4 melee (1d8+1/19-20) or light crossbow +2 ranged (1d8/19-20)
Full Attack: Longsword +3 melee (1d8+1/19-20) or light crossbow +2 ranged (1d8/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Alternate form, dog empathy, low-light vision, scent
Saves: Fort +6, Ref +3, Will +2
Abilities: Str 13, Dex 11, Con 12, Int 10, Wis 11, Cha 8
Skills: Handle Animal +3* (+7 with dogs), Jump +9, Listen +4, Ride +4, Spot +4, Survival +0, Swim +3
Feats: Alertness, Improved Initiative, Iron Will ᴮ, Track ᴮ, Weapon Focus (longsword)
Weredog, Riding Dog Form
Medium Humanoid (Human, Shapechanger)
Hit Dice: 1d8+1 plus 2d8+6 (20 hp)
Initiative: +6
Speed: 40 ft. (8 squares)
Armor Class: 18 (+2 Dex, +6 natural), touch 12, flat-footed 18
Base Attack/Grapple: +2/+5
Attack: Bite +5 melee (1d6+4)
Full Attack: Bite +5 melee (1d6+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Curse of lycanthropy, trip
Special Qualities: Alternate form, dog empathy, damage reduction 10/silver, low-light vision, scent
Saves: Fort +8, Ref +5, Will +2
Abilities: Str 17, Dex 15, Con 16, Int 10, Wis 11, Cha 8
Skills: Handle Animal +3* (+7 with dogs), Jump +15, Listen +4, Ride +6, Spot +4, Survival +0* (+4 track by scent), Swim +5
Feats: Alertness, Improved Initiative, Iron Will ᴮ, Track ᴮ, Weapon Focus (longsword)
Weredog, Hybrid Form
Medium Humanoid (Human, Shapechanger)
Hit Dice: 1d8+1 plus 2d8+6 (20 hp)
Initiative: +6
Speed: 30 ft. (6 squares)
Armor Class: 18 (+2 Dex, +6 natural), touch 12, flat-footed 18
Base Attack/Grapple: +2/+5
Attack: Claw +5 melee (1d4+3); or longsword +6 melee (1d8+3/19-20)
Full Attack: 2 claws +5 melee (1d4+3) and bite +0 melee (1d6+1); or longsword +6 melee (1d8+3/19-20) and bite +0 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Curse of lycanthropy
Special Qualities: Alternate form, dog empathy, damage reduction 10/silver, low-light vision, scent
Saves: Fort +8, Ref +5, Will +2
Abilities: Str 17, Dex 15, Con 16, Int 10, Wis 11, Cha 8
Skills: Handle Animal +3* (+7 with dogs), Jump +11, Listen +4, Ride +6, Spot +4, Survival +0* (+4 track by scent), Swim +5
Feats: Alertness, Improved Initiative, Iron Will ᴮ, Track ᴮ, Weapon Focus (longsword)
Environment: Temperate plains
Organization: Solitary, pair, pack (6-10), or troupe (2-5 plus 5-8 riding dogs)
Challenge Rating: 3
Treasure: Standard
Alignment: Always lawful good
Advancement: By character class
Level Adjustment: +3
This lean but powerful humanoid is covered with short fur and armed with sharp claws. It has affable eyes between its canine muzzle and ears.
Weredogs in humanoid form have no distinguishing traits. Dedicated to destroying werewolves, they are easy to mistake for evil lycanthropes and may be attacked by those they seek to help.
COMBAT
In dog form, a weredog can trip opponents like a trained riding dog does. In hybrid form, a weredog will usually wield a weapon and use its bite as a secondary natural attack, though it can attack with its claws and bite.
Alternate Form (Su): A weredog can assume a bipedal hybrid form or the form of a riding dog.
Dog Empathy (Ex): Communicate with dogs, and +4 racial bonus on Charisma-based checks against dogs.
Curse of Lycanthropy (Su): Any humanoid or giant hit by a weredog’s bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.
Trip (Ex): A weredog in animal form that hits with a bite attack can attempt to trip the opponent (+3 check modifier) as a free action without making a touch attack or provoking an attack of opportunity.
If the attempt fails, the opponent cannot react to trip the weredog.
Weredogs that only have levels in classes with the slow base attack bonus progression (i.e. commoner or wizard) are unable to make trip attacks since they lack the training in warfare a riding dog needs to use this ability.
Skills: Weredogs have a +4 racial bonus on Jump checks.
*Weredogs in hybrid or dog form have a +4 racial bonus on Survival checks when tracking by scent.
The weredog presented here is a 1st-level human warrior and natural lycanthrope, using the following base ability scores: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.
In Faerûn
Some weredogs in Faerûn do not carry the curse of lycanthropy. These "blessed" weredogs have powers dedicated to fighting evil wolves. Most blessed werewolves are natural lycanthropes descended from a few secretive families. They are able to use a magical ritual to transform others into acquired template blessed weredogs, but are very particular about the candidates they are willing to let join their cause. The founders of the blessed weredog families were werewolves, or infected victims of werewolves, who somehow overcame the curse of lycanthropy. The exact cause of these founders' transformation into blessed weredog is unclear, but appears to be some combination of the freak supernatural forces released by the Crisis of the Gods and having a personality so strongly good it overcomes the evil nature of a werewolf's curse.
Blessing of Canethropy (Su): A natural Faerûnian weredog can grant a willing good-aligned humanoid the acquired template of a Faerûn weredog. If the recipient already has a lycanthrope template (i.e. werewolf), the weredog template replaces their existing lycanthrope template. The two parties must maintain physical contact for a minute under the light of the full moon, after which the recipient must succeed at a DC 15 Will save to acquire the template. If a recipient fails the Will save they must wait for another full moon before they can try again.
Wolfbane (Su): A Faerûnian weredog's natural weapons, as well as any weapons it wields, gain a +2 circumstance bonus to attack rolls against wolf-like or canine creatures that have an evil alignment (such as a werewolf, winter wolf, or worg). A successful hit also deals an extra 2d6 points of damage against the foe.
Originally appeared in FR7 - Hall of Heroes (1989)
Skill Ranks:
Handle Animal 4, Jump 4, Listen 2, Ride 4, Spot 2, Swim 2