Werewolf (CR +1)

*Note Werewolves are written to be played by player characters. Lycanthropy can be a fun and interesting conflict for new or existing characters! Players interested in playing a Werewolf should talk with their fellow players and discuss how to play a Werewolf in a cooperative party, and should check with their DM beforehand. DMs using Werewolves as enemy combatants should be mindful that the Curse of Lycanthropy, once settled, is almost impossible to remove.
==Werewolf (CR +1)==
Born from hellish rage and bloodstained hatred, Werewolves are the cursed spawn of Cherax the Destroyer.
While they walk among mortalkind in a form that passes for normal, when they are driven to anger a Werewolf reveals their true form; a ravenous, wolf-like monstrosity that will not stop until everything and everyone around it has been hunted, eaten, and destroyed. The curse passes from hunter to hunted, predator to prey, dormant only briefly until the hatred-given-sentience of the Beast awakens within its newest claimant.
Not all Werewolves choose to follow in their creator's footsteps. Many choose to rebel against their new nature, struggling to retain control over the black mark on their soul that viciously urges them to commit atrocities with vindictive, predatory vigor. Some few learn to manage their condition, but most do not. Every lapse in judgment costs the lives of innocent people, and often loved ones.
The Beast awakens anew after every violent act and each triumphant slaughter. It roars its dominance to the defiant and knows only malice for the weak and pure. Its thirst — your thirst — for bloodshed never grows weaker. This is the life of a Werewolf until it ends in bared fangs and bloodied claws.
==Creating a Werewolf==
"Werewolf" is an acquired template that can be added to any living humanoid with a soul, referred to hereafter as the base creature. A Werewolf retains all the base creature's statistics and special abilities except as noted here.
*CR Same as base creature +1.
*Alignment Technically any, but Werewolves are strongly attracted to Chaotic and Evil alignments.
*Type The base creature gains the Shapechanger subtype. The base creature's type changes to Daemon while in Lycanthrope form.
*Senses The base creature gains low-light vision and scent.
===Defense===
*Age Lycanthropy extends the base creature's lifespan by half, although most Werewolves meet violent ends long before their natural death.
*Hit Dice Change all racial hit dice to d10s. Class HD are unaffected.
*Defensive Abilities Ferocity
===Weaknesses ===
A Werewolf gains the following weaknesses: Corruption, Curse of Lycanthropy, Fury, Rampage, and Silver Vulnerability.
Werewolves gain a Corruption score, representing the Beast's claim over their soul. Giving in to the Beast and using its strength will increase Corruption, empowering the Werewolf while being harder to control. Denying the Beast and rejecting its strength will decrease Corruption, weakening the Werewolf while being easier to control. Upon gaining this template a Werewolf's starting Corruption is equal to (½ Corruption Score or Spellcasting Modifier) depending on whether they were bitten or cursed. Characters beginning the game as Werewolves choose between having 6, 11, or 16 starting Corruption.
A Werewolf increases their Corruption by +1 the first time they risk Fury since the last moonrise; when they begin a Fury or Rampage; and when they critically fail a saving throw to resist Fury or Rampage.
A Werewolf decreases their Corruption by -1 the first time they survive a violent or dangerous encounter (as decided by the DM) without entering Lycanthrope form since the last moonrise; for every four days that pass without beginning a Fury; and when they critically succeed a saving throw to resist Fury or Rampage.
Table 1: Corruption
 	Corruption Score	Lycanthrope Form 	Fury Duration	Rampage Duration	Miscellaneous
Tier 1 — Minimum 	1 	+2 Strength, Dexterity, Constitution	1 Round 	3 Rounds 	Your Piety with Elunara increases by +2.
Tier 2 — Minor 	2-7 	+4 Strength.
+2 Dexterity, Constitution
Gain the Fiendish subtype.	1d3 Rounds 	3d3 Rounds 	You do not display any of the telltale physical hallmarks — elongated teeth, hair growth, yellow slitted pupils, etc. — associated with Lycanthropy.
Tier 3 — Moderate	8-13 	+4 Strength, Dexterity
+2 Constitution
Gain the Fiendish and Vassal (Cherax) subtypes.	2d3 Rounds 	6d3 Rounds 	You gain the Fiendish subtype even while in Humanoid form. You are visibly distinct from standard members of your species.
Tier 4 — Major 	14-19 	+4 Strength, Dexterity, Constitution
Gain the Fiendish and Vassal (Cherax) subtypes.	3d3 Rounds 	9d3 Rounds 	You gain the Vassal (Cherax) subtype even while in Humanoid form. You are further visibly distinct from standard members of your species.
Tier 5 — Maximum 	20 	+6 Strength
+4 Dexterity, Constitution
Gain the Fiendish and Vassal (Cherax) subtypes.	1 Minute 	Permanent 	Your piety with Cherax is increased by +2. You are Damned; when you die, your soul will go to Hell.
Werewolves are supernaturally enraged by the full moon, and automatically enter Fury at midnight during one. If a Werewolf fails to resist the Rampage that follows, the Beast will Rampage until moonset instead of the normal duration. The Curse of Lycanthropy has the [Curse], [Evil], and [Fiendish] descriptors.
Humanoid creatures bitten by the natural bite attack of a Werewolf in their Lycanthrope Form must succeed a Will Save (DC 5 + Corruption Score + Charisma Modifier) or gain the Curse of Lycanthropy. If they do succeed, they are not afflicted and cannot gain the Curse of Lycanthropy from that Werewolf for 24 hours. 
Non-Werewolves with the Curse of Lycanthropy gain the Abyssal Fury, Corruption, and Silver Vulnerability features from this template. Three days after gaining the Curse of Lycanthropy, at midnight, they undergo the First Change — they gain the Werewolf template and treat the phase of the moon as if it were full. A remove curse or similar effect can lift the Curse of Lycanthropy before the First Change, but afterwards only effects such as miracle, wish, or reality revision can do so, thereby removing the Werewolf template.
Werewolves risk Fury at the end of their turn if any of the below happened on their turn. Werewolves also risk Fury under extraordinary, emotionally distressing circumstances. Great betrayals, important failures, or the loss of a loved one are all events that may reasonably provoke Fury in a Werewolf. The player and DM should coordinate when determining what events meet this criteria, the DM having final say.
*became bloodied (50% or less HP) for the first time in an encounter;
*ended their turn in Lycanthrope Form beyond their limit;
*failed a saving throw to resist a non-Fury effect that would make them Frenzied;
*took damage from a silver weapon or effect.
If they succeed a Will save against DC (5 + Corruption Score + # of Furies risked since their last Fury) they remain in control. If they Werewolf fail, they fall to Fury. They become Frenzied, prioritizing whatever provoked their Fury over other targets if possible. If they were not already in Lycanthrope form, they enter it immediately as a free action. Werewolves with -1 or fewer hit points automatically enter Fury with no saving throw. The Frenzied condition cannot be altered or negated except by abilities gained from Prestige Classes with Werewolf as a prerequisite. At the end of the Werewolf's last turn of Fury, they risk Rampage.
At the end of a Werewolf's last turn of Fury, they must succeed a Will Save (DC 5 + Corruption Score + # of Furies risked since last Rampage) to prevent the Beast from breaking free. If successful, the Werewolf loses the Frenzied condition, shifts back to their Humanoid form as a free action, and is Shaken for 1 minute. If they fail, the Beast begins its Rampage. 
The Beast, free at last from its cage, will wreak as much havoc and devastation as possible. The Beast crushes challenges to its power, terrorizes the weak, and butchers whatever life and beauty that it can. While neither mindless nor suicidal, the Beast is incapable of forethought and planning beyond its base reactionary instincts. The Beast risks Fury like a Werewolf does, but does not resist it. Werewolves do not gain Corruption for actions taken by the Beast while in Rampage, and only remember fragments afterwards (as decided by the DM). If the Beast is able to Rampage through a settlement, the DM rolls ([1d6 + Settlement Size Modifier] per Settlement Size Modifier, minimum 1) to determine how many survivors have been afflicted with the Curse of Lycanthropy. 
When the Beast is Hostile to their Werewolf they will prioritize and actively seek out targets of obvious importance or value to them over other available targets. While Unfriendly the Beast prioritizes these targets over other available ones, but will not seek them out. While Indifferent the Beast treats these targets normally. In rare cases where the Beast is Friendly to their Werewolf, they will prioritize other present targets over those important to their Werewolf. Examples of important or valuable targets include familiars, holy symbols, spellbooks, weapons, and loved ones. 
At the end of the Beast's last round of Rampage, the Werewolf regains control of their actions and is left to reckon with the consequences. They shift back to their humanoid form as a free action and become Fatigued and Shaken until after their next rest. 
Silver is anathema to Werewolves. It is uncomfortable to be near and impossible to wear, wield, or use items made primarily of it. Werewolves take +50% damage from silver weapons. Taking damage from silver disables the Lycanthrope Form's Fast Healing until the end of the Werewolf's next turn.
===Offense  ===
*Special Abilities A Werewolf retains all the base creature's special abilities and gains the special abilities listed here; Abyssal Fury, Change Shape
The Beast lurks below the surface of a Werewolf's composure, forever howling for blood and mayhem at the slightest provocation. Once per day per Corruption score, the DM can declare the Beast is inciting the Werewolf's Abyssal Anger. The Werewolf must succeed a Will Save (DC = Corruption Score) to remain dominant and in control of their actions. If they fail, the Beast is dominant and can compel the Werewolf to perform one violent, destructive, or hateful action.
Additionally, Werewolves take a -1 penalty to saving throws against emotion effects reliant on anger (other than Fury and Rampage), to the DC to antagonize them, and on Diplomacy and Sense Motive checks. They gain a +1 bonus to saving throws against calming emotion effects, the DC to intimidate them, and on Intimidate checks. While in Lycanthrope Form, these modifiers increase by (-1/+1 per Tier of Corruption).
As a standard action that doesn't provoke attacks of opportunity, a Werewolf can shapeshift into their Lycanthrope Form. This is the true form of the Beast within. While using it a Werewolf can wield its power, but also risks losing control as the Beast rages so close to the surface. A Werewolf can spend (Wisdom modifier) rounds per day in Lycanthrope Form without risking Fury. At the end of each round after that limit while still in Lycanthrope form, the Werewolf risks Fury. Change Shape is a polymorph effect; worn equipment melds and non-activation magic items continue to render their benefits.
While in Lycanthrope Form a Werewolf gains the following abilities;
*Ability Scores See Table 1: Corruption.
*AC Natural Armor +3.
*Attacks Gain a bite attack and two claw attacks; natural reach +5ft.
*Defenses DR 5/Silver and Fast Healing 3.
*Movement Gain Great Leap and a +15ft. increase to base land speed.
*Senses Darkvision 60ft., or increase existing Darkvision by 30ft.
*Size Increase by one step (AC, attack rolls, CMB, CMD, Fly, and Stealth affected)
*Weaknesses Cannot use Dexterity, Intelligence, or Charisma based skills (except Acrobatics, Fly, and Intimidate) or any ability that requires patience or concentration.
===Statistics===
*Ability Scores +2 Strength, +2 Dexterity, +2 Constitution
==Additional Information==
*Ecology any, same as base creature
*Organization solitary (1), pair (2), pack (3-12), rampage (12-20)
*Treasure same as base creature
Werewolves are the spawn of an ancient grudge between Cherax and Elunara. The first Werewolves were the hierarchs of Elunara's dragon cult who, in the late Age of Orcs, were cursed by Cherax. Their bodies were twisted into horrible canine shapes capable of great destruction; their minds robbed of the ability to consider, plan, and think. Since then Lycanthropy has spread through the planes and become an object of great dread and superstition. The majority of Werewolves die within three months of their affliction. Of the survivors, the majority become Werewolf Ravagers; some become Werewolf Shifters; and a rare few become Knights of the Silver Moon.
===Werewolf Racial Content ===
Werewolves can expand their abilities by taking Werewolf Feats or levels in one of the three Werewolf Prestige Classes. 
*Werewolf Ravagers gorge the Beast on violence and mayhem, becoming one by claiming its great and terrible power.
*Knights of the Silver Moon hunt other Werewolves, armed with silver and bolstered by moonlight, to eradicate lycanthropy and conquer the Beast within.
*Werewolf Shifters explore and expand the limits of their newfound condition by achieving an uneasy, symbiotic alliance with the Beast.
=== Lycanthropy and Other Creatures===
When a non-Humanoid creature is subject to the Curse of Lycanthropy, things get weird. This template relies on the trinity of mind, body, and soul being in place in order to work. In general, a creature cannot be afflicted with the Curse of Lycanthropy if it doesn't have a soul. Werewolves that become soulless cannot Change Shape anymore. In the below entry, partially-affected creatures undergo the Curse of Lycanthropy as written, with the exception that it applies the Werekind template and not this one.
====Lycanthropy and Non-Humanoids====
*Aberrations are generally unaffected, with case-by-base exceptions.
**Retchlins are affected.
*Animals are partially-affected.
*Constructs are unaffected.
**Homonculi are partially-affected, while Blood Homonculi are unaffected.
**Intelligent Golems with bodies made primarily out of meat are partially-affected.
**Selat are unaffected, without the correct architecture.
**Stewards are affected.
*Daemons are generally unaffected, and have case-by-case exceptions.
**Lunar Dragons are partially-affected.
*Magical Beasts are partially-affected.
*Plants are unaffected.
*Spirits are generally unaffected, and have case-by-case exceptions.
*Undead are generally unaffected, and have case-by-case exceptions.
**Revenants are unaffected; see below.
*Vermin are partially-affected.
====Lycanthropy and Other Templates====
=====Ghals=====
Werewolves face unique difficulties when attempting the Ritual of Awakened Hunger. A Werewolf Ritualist must be in Lycanthrope Form for the Ghal Draught to have any effect; leaving Lycanthrope Form after consuming the Ghal Draught, but before consuming the sacrifice's heart, kills them to no benefit. A Werewolf Ritualist also risks Fury when they gain negative levels due to Ghal Draught, unless they would gain the Vassal (Vorixael) subtype as a Ghal. This knowledge is valuable, rare, and kept secret by those that know it.
=====Legionaries=====
Werewolves cannot become Legionary Creatures. Legionary Creatures that become Werewolves frequently commit suicide or surrender themselves to a higher Imperial or Legionary authority. Legionary Creatures that undergo the First Change exchange the Legionary Creature template for this one.
=====Revenants =====
Werewolves can become Revenants, unless their soul is Damned, in the normal fashion. Revenant Werewolves gain Toughness as a bonus feat and lose Ferocity. While in Lycanthrope Form, they are counted as both a Daemon and an Undead for the purposes of abilities and effects. If an effect would treat a Daemon or an Undead differently, they are affected by the worse of the two. Non-Werewolf Revenants are immune to the Curse of Lycanthropy, unless they request it as a reward for completing a Deadline or when targeted by a major curse or similar effect by a Vassal of, or spellcaster who receives spells from, Cherax.
=====Seraphim =====
Werewolves apply their Abyssal Fury penalty to saving throws made to become a Seraph. If the Werewolf survives the Embrace they lose the Werewolf template. Seraphim cannot gain the Werewolf template.
===== Troops =====
Werewolves can gain the Troop template, becoming an all-annihilating and self-destructive Rampage of Werewolves.
Category:Creatures
Category:Creature Templates
Category:Shapechanger Creatures
Category:Monstrous Creatures
Category:Daemon Creatures
Category:Fiendish Creatures