Ulmar Lightborn - Monsters

Ulmar Lightborn
Medium natural humanoid (shapechanger), human
Level 8 Elite Soldier XP 700

HP 180; Bloodied 90Initiative +10
AC 24, Fortitude 22, Reflex 20, Will 20Perception
Speed 6 (8 in wolf form)
Saving Throws +2; Action Points 1

Traits

Regeneration

Ulmar regains 5 hit points whenever he starts his turn and has at least 1 hit point. When he takes damage from a silvered weapon, his regeneration does not function on his next turn.

Standard Actions

(⚔) ClawAt-Will

Requirement: Ulmar must be in wolf or hybrid form.

Attack: Melee 1 (one creature); +13 vs. AC

Hit: 2d6 + 7 damage, or 2d6 + 11 against a bloodied or prone target.

Effect: The target is marked until the end of Ulmar's next turn.

(⚔) BiteAt-Will

Requirement: Ulmar must be in wolf or hybrid form.

Attack: Melee 1 (one creature); +13 vs. AC

Hit: 2d8 + 3 damage, and the target falls prone. If the target is humanoid and bloodied after the attack, it gains the curse of frenzied werewolf lycanthropy (stage 1).

Werewolf FrenzyAt-Will

Requirement: Ulmar must be in wolf or hybrid form.

Effect: Ulmar uses claw twice. If both attacks hit the same target, Ulmar uses bite against it and deals 5 extra damage to it if that attack hits.

Minor Actions

Change Shape (polymorph) ✦ At-Will

Effect: Ulmar alters his physical form to appear as a Medium wolf, a Medium unique human, or a hybrid until he uses change shape again or until he drops to 0 hit points. Ulmar retains his statistics in his new form. His clothing, armor, and other possessions do not change.

Skills Athletics +15, Intimidate +13, Stealth +13
Str 22 (+10)                Dex 19 (+8)                Wis 13 (+5)
Con 18 (+8)                Int 11 (+4)                Cha 18 (+8)

Alignment Chaotic Evil        Languages Common

Published in Dungeon Magazine 194.