Cleon
Legend
Here's the stats of the Seawolf in Stormwrack, which is pretty much the same as the AD&D "Lesser Seawolf" (2E stats here):
Seawolf
Medium Magical Beast (Shapechanger)
Hit Dice: 4d10+8 (30 hp)
Initiative: +3
Speed: 10 ft. (2 squares), swim 40 ft.; or 30 ft., swim 20 ft. in hybrid form; or 30 ft. in humanoid form
Armor Class: 17 (+3 Dex, +4 natural), touch 13, flat-footed 14 in seawolf or hybrid form;
or 20 (+3 Dex, +4 natural, +2 leather armor, +1 light shield), touch 13, flat-footed 17 in human form
Base Attack/Grapple: +4/+6
Attack: Bite +7 melee (1d6+3) in seawolf or hybrid form;
or longsword +6 melee (1d8+2/19–20) in human form
Full Attack: Bite +7 melee (1d6+3) in seawolf form,
or bite +7 melee (1d6+2) and 2 claws +1 melee (1d4+1) in hybrid form,
or longsword +6 melee (1d8+2/19–20) in human form
Space/Reach: 5 ft./5 ft.
Special Attacks: Curse
Special Qualities: Change shape, darkvision 60 ft., hold breath, low-light vision, scent
Saves: Fort +6, Ref +7, Will +5
Abilities: Str 15, Dex 17, Con 14, Int 10, Wis 14, Cha 12
Skills: Bluff +3, Disguise +3, Hide +5, Listen +6, Move Silently +5, Profession (sailor) +4, Spot +6, Swim +10
Feats: Iron Will, Stealthy (B), Weapon Focus (bite)
Environment: Temperate aquatic
Organization: Solitary, pair, or pack (5–11)
Challenge Rating: 3
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 5–12 HD (Medium)
Level Adjustment: +2
Curse (Su): Any human bitten by a seawolf must succeed on DC 13 Will save or fall prey to a unique curse. On the night of the next new moon, the character transforms into a seawolf. The character’s ability scores, class levels (and racial HD, if any), racial traits, and other special abilities are replaced by those of a seawolf. He or she also becomes chaotic evil in alignment. The curse can be broken by a successful break enchantment or remove curse spell or effect, but the caster must succeed on a caster level check (DC 15) to successfully undo the curse (which restores the character’s race to human).
The save DC is Charisma-based.
Change Shape (Su): A seawolf’s natural form is that of a wolf-headed seal, but it can assume two other forms: a human or a wolf-human hybrid. The human form is unique; a seawolf in human form always assumes the same appearance and traits, much as a lycanthrope would. In human form, a seawolf cannot use its bite attack, and it does not convey its curse.
In hybrid form, a seawolf’s swim speed is reduced to 20 feet, but it has a much faster land speed, and it gains two claw attacks (or can use its claws to wield weapons, if it prefers). This form otherwise resembles the seawolf form.
A seawolf remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, not does a seawolf revert to its natural form when killed. A true seeing spell, however, reveals its natural form if it is in human form.
Hold Breath (Ex): A seawolf can hold its breath for a number of rounds equal to 6 × its Constitution score before it risks drowning. For a typical seawolf, this is 84 rounds, or over 8 minutes.
Skills: A seawolf has a +8 racial bonus on any Swim check to perform a special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Seawolf
Medium Magical Beast (Shapechanger)
Hit Dice: 4d10+8 (30 hp)
Initiative: +3
Speed: 10 ft. (2 squares), swim 40 ft.; or 30 ft., swim 20 ft. in hybrid form; or 30 ft. in humanoid form
Armor Class: 17 (+3 Dex, +4 natural), touch 13, flat-footed 14 in seawolf or hybrid form;
or 20 (+3 Dex, +4 natural, +2 leather armor, +1 light shield), touch 13, flat-footed 17 in human form
Base Attack/Grapple: +4/+6
Attack: Bite +7 melee (1d6+3) in seawolf or hybrid form;
or longsword +6 melee (1d8+2/19–20) in human form
Full Attack: Bite +7 melee (1d6+3) in seawolf form,
or bite +7 melee (1d6+2) and 2 claws +1 melee (1d4+1) in hybrid form,
or longsword +6 melee (1d8+2/19–20) in human form
Space/Reach: 5 ft./5 ft.
Special Attacks: Curse
Special Qualities: Change shape, darkvision 60 ft., hold breath, low-light vision, scent
Saves: Fort +6, Ref +7, Will +5
Abilities: Str 15, Dex 17, Con 14, Int 10, Wis 14, Cha 12
Skills: Bluff +3, Disguise +3, Hide +5, Listen +6, Move Silently +5, Profession (sailor) +4, Spot +6, Swim +10
Feats: Iron Will, Stealthy (B), Weapon Focus (bite)
Environment: Temperate aquatic
Organization: Solitary, pair, or pack (5–11)
Challenge Rating: 3
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 5–12 HD (Medium)
Level Adjustment: +2
Curse (Su): Any human bitten by a seawolf must succeed on DC 13 Will save or fall prey to a unique curse. On the night of the next new moon, the character transforms into a seawolf. The character’s ability scores, class levels (and racial HD, if any), racial traits, and other special abilities are replaced by those of a seawolf. He or she also becomes chaotic evil in alignment. The curse can be broken by a successful break enchantment or remove curse spell or effect, but the caster must succeed on a caster level check (DC 15) to successfully undo the curse (which restores the character’s race to human).
The save DC is Charisma-based.
Change Shape (Su): A seawolf’s natural form is that of a wolf-headed seal, but it can assume two other forms: a human or a wolf-human hybrid. The human form is unique; a seawolf in human form always assumes the same appearance and traits, much as a lycanthrope would. In human form, a seawolf cannot use its bite attack, and it does not convey its curse.
In hybrid form, a seawolf’s swim speed is reduced to 20 feet, but it has a much faster land speed, and it gains two claw attacks (or can use its claws to wield weapons, if it prefers). This form otherwise resembles the seawolf form.
A seawolf remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, not does a seawolf revert to its natural form when killed. A true seeing spell, however, reveals its natural form if it is in human form.
Hold Breath (Ex): A seawolf can hold its breath for a number of rounds equal to 6 × its Constitution score before it risks drowning. For a typical seawolf, this is 84 rounds, or over 8 minutes.
Skills: A seawolf has a +8 racial bonus on any Swim check to perform a special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.