Werewolf
| Ability adjustments | Str +2, Dex +4, Con +2, Int -2, Cha -3 |
| Alignment | Any evil |
| Favored class | Monk |
| Extra levels | 3 |
| Cost | 500 tokens |
| Faction | Drow |
| Starting area | Underdark - Veldrin'Zha |
| Race group | Shapechanger |
| Light sensitive | yes |
Racial abilities
| Ability | Effect |
|---|---|
| Darkvision | This feat grants the ability to see in the dark. |
| Weapon Finesse | A character with this feat is adept at using light weapons subtly and effectively, allowing him to make melee attack rolls with his dexterity modifier instead of strength (if his dexterity is higher than his strength). |
| Alertness | +2 bonus to Spot and Listen checks due to finely tuned senses. |
| Smell Surroundings | This creature is able to detect other nearby creatures via smell. After this feat is used, an attempt is made to detect the number, distance and health status of nearby creatures. The DC for this check is: 10 + (distance (meters) / 2) + d20 VS caster hit dices + intelligence modifier + d20. If a target is a living creature and is not at full HPs, the DC is lowered by 5. If a target is a living creature and is heavily harmed, the DC is lowered by 10. |
Damage
| Damage type | Effect |
|---|---|
| Bludgeoning | immune to 10% |
| Slashing | immune to 10% |
| Piercing | immune to 10% |
Immunities
Disease, poison.
Other effects
| Movement speed | +10% |
Light sensitivity
Light sensitivity applies only while all of these are true at once: you are above ground, you are not indoors, it is daytime, the weather is clear, and you are not under a Darkness effect.
While it applies you take -2 to attack and -2 to all saving throws, and every two rounds you make a Fortitude save against DC 20; on a failure you are blinded for one round.
That difficulty is fixed at 20 and does not grow with you. At low level it is a reason to stay out of the daylight; from around level 20, with the saving throws and equipment of a character that far in, it is passed routinely.
Race group
Werewolf belongs to the Shapechanger race group. Anything that names that group - a spell, a feat, a favoured enemy, an item property - applies to you.
The other race in it is Wererat.
Who is hostile
Hostile players and hostile creatures attack on sight. Everyone, whatever their faction, is neutral towards city guards, merchants, animals and neutral settlements.