Sunlit Circle Werewolf
Medium natural humanoid (shapechanger), human
Level 6 Controller XP 250
| HP 70; Bloodied 35 | Initiative +6 |
| AC 20, Fortitude 17, Reflex 19, Will 18 | Perception+12 |
| Speed 6 (8 in wolf form) | Low-light vision |
Traits
Regeneration
The werewolf regains 5 hit points whenever it starts its turn and has at least 1 hit point. When the werewolf takes damage from a silvered weapon, its regeneration does not function on its next turn.
Standard Actions
(⚔) Bite ✦ At-Will
Requirement: The werewolf must be in wolf or hybrid form.
Attack: Melee 1 (one creature); +11 vs. AC
Hit: 2d6 + 7 damage. At the end of the encounter, the target makes a saving throw. On a failure, the target contracts werewolf moon frenzy (stage 1).
(➶) Scalding Sunlight (radiant) ✦ At-Will
Requirement: The werewolf must be in human or hybrid form.
Attack: Ranged 5 (one creature); +9 vs. Reflex
Hit: 2d6 + 7 radiant damage, and the target takes a -2 penalty to attack rolls until the end of the werewolf's next turn.
ᗕ Sun Flash (radiant) ✦ Encounter
Requirement: The werewolf must be bloodied and in human or hybrid form.
Attack: Close burst 2 (enemies in the burst); +9 vs. Reflex
Hit: 1d6 + 4 radiant damage, and the target is blinded until the end of the werewolf's next turn.
Minor Actions
Change Shape (polymorph) ✦ At-Will
Effect: The werewolf alters its form to appear as a Medium wolf, unique human, or hybrid until it uses change shape again or until it drops to 0 hit points. It retains its statistics in its new form. Its clothing, armor, and other possessions do not change.
Skills Nature +12
Str 12 (+4) Dex 16 (+6) Wis 19 (+7)
Con 14 (+5) Int 12 (+4) Cha 10 (+3)
Alignment Unaligned Languages Common, Elven
Equipment: hide armor .
Published in Dungeon Magazine 207.