Sunlit Circle Werewolf - Monsters

Sunlit Circle Werewolf
Medium natural humanoid (shapechanger), human
Level 6 Controller XP 250

HP 70; Bloodied 35Initiative +6
AC 20, Fortitude 17, Reflex 19, Will 18Perception+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

(⚔) BiteAt-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.

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.