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Dramatis Personae and Game Information (End of Book 3)

  Melinda Eriksdaughter – CE Human (Unseelie Fey) Female

  Warlock 11/Icedawn Invoker 5 // Battledancer 10/Frostchylde Wardancer 6

  A woman who met a tragic fate, and was reincarnated as a Twiceborn into a fantasy world of magic with a System guiding people’s growth. She has chosen the path of Auril, the Ice goddess, and has vowed to never allow herself to be weak and helpless like she was before. She was exiled from her home in Frostwind Dale for refusing to submit to others.

  Frostmane – NE Winter Wolf Male

  Winter Wolf 6/Fighter 7, +3 Level Adjustment

  A winter wolf that Melinda encountered in her travels leaving the Frostwind Dale. They found kinship in their shared devotion to the Frostmaiden, Auril. Together, they went to Northport to take up the life of adventurers.

  Vestele Faydark – CE Fey’ri Female

  Cleric 8/Pierced Mystic 5, +3 Level Adjustment

  Siora Faydark – CE Fey’ri Female

  Beguiler 13, +3 Level Adjustment

  Siora and Vestele are twin sisters. Elves of demonic descent, they worship Malcanthet, the Queen of the Succubi. They found Melinda and Frostmane in Northport and invited them to join their group, investigating the Moonwood.

  Lord Dayhollow – NE Human Male

  Unknown

  One of the lords ruling the city of Northport. Is running a ‘protection’ and trafficking scheme under the guise of aiding the less fortunate. His people ran afoul of Melinda.

  Mirrene Stagtail – NG Human Female

  Unknown

  Holds an unknown office within the Temple of Selune in Northport. She was the one who sent out the call for adventurers to uncover the source of Moonwater’s troubles.

  Keira Brownlock – CG Halfling Female

  Deceased

  A priestess of Selune who lived in Moonwater and tended a shrine by the edge of the lake. She had been helping keep watch over the Temple of the Moonmaiden’s Glory, before her untimely demise. Her death heralded the start of Moonwater’s troubles.

  Sergeant Jackson – Unknown

  Unknown

  Formerly a subordinate of Captain Sweetling, he died helping defeat a Lich years ago. Through some magic, he appears to have become an undead with unknown goals. His exact nature is unknown.

  Aldeth Sweetling – LG Halfling Female

  Fighter 12

  Captain of the Guard in Moonwater. Formerly in an army, where she fought with distinction against a necromancer threat. One of the three Counselors in charge of Moonwater.

  Umfrey Darkhammer – NG Human Male

  Expert 9

  Village Blacksmith for Moonwater, and Counselor representing the craftsmen and laborers in the town.

  Celaena Gensandoral – CN Wood Elf Female

  Druid 15

  A druid living in Moonwater for many years. Her devotion has helped save many of those who would have died or been lost to the threat of the werewolf curse. However, shielding the town leaves her unable to seek out the cause of the trouble in the first place.

  Bessie Tanner – CG Human Female

  Ranger 5

  One of the inhabitants of Moonwater, she spent her early years learning herb lore from the witch, Magdalin. Normally a huntress, she joined the militia to help defend Moonwater from the werewolves.

  Magdalin – TN Human Female

  Witch 7/Hedge-Witch 8

  A powerful witch living in the woods near Moonwater. However, much of her power comes from the land she works and has claimed as her own, leaving her unable to aid the Moonwood as a whole in ending the werewolf threat.

  Ninette – NE Human (Werewolf) Female

  Werewolf (Afflicted) 2/Warrior 5, +2 Level Adjustment

  A girl of only 14, she was taken by the werewolves in the night, along with her family. She was turned, and forced to act against her people.

  Beltran – LG Human Male

  Unknown

  A member of the shadowy organization known as the Pipers, he was captured by the werewolves, and forced into a magical ritual that left him suspended between life and death. He died when Melinda broke the ritual circle.

  Krynixia – CE Succubus Female

  Succubus 6/Warlock 10, +6 Level Adjustment

  A succubus who infiltrated the Malarite cult in the Moonwood for her own reasons, in service to the demon prince Grazzt. She escaped when Melinda’s party attacked the Shrine of Malar.

  Mihr – CN Silver Celestial Female

  Fallen Silver Celestial 3/Sorcerer 3, +3 Level Adjustment

  A Silver Celestial who was being used as a sacrifice to power and maintain the Blood Moon. Melinda freed her from the ritual, and then gave her a clean death.

  Brakthik Ruinsoul – CN Ork Ghost Female

  Marshall 10 // Bard 10, +5 Level Adjustment

  The ghost of a fallen ork warrior who fought in the warband that attacked the Temple of the Moonmaiden’s glory, and has remained trapped there in all the time since, due to the temple’s barrier.

  This story has been made so that it sticks as closely to the rules of Dungeons & Dragons 3.5 edition as possible. If you’d like to use elements of this story in your home game, here’s some game information for you.

  Most material used is in the D&D 3.5 Player’s Handbook, Dungeon Master’s Guide, and Monster’s Manual, which, collectively, can be found in the D&D 3.5 Systems Reference Document (SRD). Other sourcebooks and modules were used, and may be identified with abbreviations, as follows:

  UA – Unearthed Arcana

  CA – Complete Arcana

  CW – Complete Warrior

  CAdv – Complete Adventurer

  PHB2 – Player’s Handbook 2

  SC – Spell Compendium

  SS – Savage Species

  LM – Libris Mortis

  FB – Frostburn

  MIC – Magic Item Compendium

  BoVD – Book of Vile Darkness

  AEG – Arms & Equipment Guide

  FRCS – Forgotten Realms Campaign Setting

  F&P – Faiths and Pantheons

  CoSQ – City of the Spider Queen

  FC1 – Fiendish Codex I – Hordes of the Abyss

  MM2 through MM5 – Monster Manual 2, 3, 4, and 5, respectively

  Third-party sourcebooks under the SRD:

  BoEF – Book of Erotic Fantasy

  CGtF – The Complete Guide to Fey

  A&A – Arms and Armor 3.5

  UMI – Ultimate Magic Items

  BoT – Book of Templates 3.5

  Maps

  Map of the Moonwood

  Ground Floor (5’x5’ scale):

  Second Floor (5’x5’ scale):

  Catacombs (5’x5’ scale):

  Character Sheets

  Melinda Eriksdaughter

  This blade was forged from iron mined on the Plane of Shadow, and quenched in the blood of creatures from that deadly plane, infusing it with the essence of shadow. It was the personal weapon of the Dark Queen, a Twiceborn Nymph who became a feared warlord in the northern lands. The cause of her rage against the 'civilized' races is unknown, but it is believed that before she made this blade the Dark Queen tried, and failed, to find her way through the Plane of Shadow, seeking a connection to the world her soul was originally from. Failing in this attempt, she turned her wrath upon the people of the world, and, for over a hundred years, this blade was continually infused with the Dark Queen's essence as she sacrificed countless souls to it, causing the blade to grow ever more powerful throughout her reign.

  During the Great Troubles, she was attacked by the goddess Selune in a duel. The Goddess of the Moon was tricked by the God of Lies, Cyric, into believing that the Dark Queen was the mortal incarnation of the Goddess of Shadow, Shar, and was somehow responsible for the Great Troubles. Cyric revealed his true nature to Selune during the battle when Malar sought to intervene in the battle. Cyric and the Dark Queen were killed in the ensuing brawl, and both Selune and Malar's mortal avatars were gravely wounded.

  With the Dark Queen's death, her blade disappeared for a long time, though rumors persisted of it appearing in different locales. During one of the Orc Wars, the blade was confirmed to still be in existence when it was briefly wielded by the Doomsinger, Brakthik Ruinsoul during the failed campaign in the Moonwood.

  Soul's Violation does not appear to be an intelligent weapon, but those who have come across it will swear that it still carriers a shard of the Dark Queen's power and hatred for the people of this world. The blade carries a powerful curse. Only a female Twiceborn may wield it safely. All others receive three negative levels and take 3x damage of all types while wielding the blade. An uncomfortable chill surrounds the blade, dropping the temperature in its presence by 10F.

  Frostmane

  Siora Faydark

  Vestele Faydark

  New Prestige Classes, Feats, and Spells

  Prestige Classes

  Icedawn Invoker

  Warlocks are not uncommon on the edges of civilization. When mortals make pacts with beings beyond the mortal realm, that mark upon their soul can transfer down to their children, often resulting in a warlock’s abilities. Some churches despise, and attempt to ‘purify’ these people, but the Frostmaiden’s church is not among those. All are welcome to honor the Lady of Winter, and serve her. Some warlocks following the Frostmaiden have learned to mold their abilities in Her image. This provides them with greater focus, but losing some of their warlock abilities along the way. In addition, they forever give up the ability to use spells like Fireball, even if they have them from another class.

  Requirements:

  Base Attack Bonus: +5

  Special: Patron Deity (Auril)

  Special: Eldritch Blast 3d6

  Special: Must have slain an enemy of Auril with magic.

  HD: d6

  Class Skills: Bluff, Concentration, Craft, Disguise, Intimidate, Jump, Knowledge: Arcana, Knowledge: Nature, Knowledge: Planes, Knowledge: Religion, Profession, Sense Motive, Spellcraft, Use Magic Device

  Skill Points: 2 + INT

  Class Features

  Invocations: Icedawn Invoker levels stack with Warlock levels for the purpose of determining invocations known, invocation level, caster level, and eldritch blast damage.

  Hellrime Blast: At 1st level, the Icedawn Invoker gains Hellrime Blast as a bonus invocation.

  Forbidden Flame: At 1st level, the Icedawn Invoker forsakes the use of fire for anything except cooking food. They may not use Fire spells or abilities, even from another class, or from items, and may not light any fire save for cooking. An Icedawn Invoker who violates this oath loses all class abilities and may not progress in this class until they atone.

  Frostfire (Sp): At 2nd level, the Icedawn Invoker can invoke Frostfire. These icy flames deal no damage, and otherwise act as the Faerie Fire spell, with a caster level equal to their Invocation caster level. They can use this ability 3 times per day.

  Igloo (Sp): At 3rd level, the Icedawn Invoker can create a large magical igloo once per day. This effect is identical to the Tiny Igloo spell, allowing up to 1 Large, 3 Medium, or 12 Small creatures to exist inside it. The caster level equals her Invocation caster level.

  Cold Fire (Sp): At 4th level, the Icedawn Invoker gains the Cold Fire spell as a spell-like ability, useable at will. Caster level equals their Invocation caster level.

  Icedawn's Gift (Su): At 5th level, Auril blesses the Icedawn Invoker, granting them a +4 Profane bonus to Charisma.

  Frostchylde Wardancer

  Requirements:

  Base Attack Bonus: +10

  Skills: Perform (Dance) 10 ranks, Tumble 10 Ranks

  Feats: Improved Unarmed Strike

  Special: Patron Deity (Auril) or access to the Cold Domain

  Special: Must kill a creature of her ECL or greater with cold damage.

  HD: d8

  Class Skills: Balance, Climb, Escape Artist, Hide, Jump, Knowledge: Nature, Knowledge: Religion, Listen, Move Silently, Perform, Sleight of Hand, Swim, Tumble

  Skill Points: 4 + INT

  Class Features

  Frostfell Combatant: The Frostchylde Wardancer's class level stacks with Battle Dancer or Monk levels (choose one) to determine AC bonus, and unarmed damage.

  Cold Resistance (Ex): The Frostchylde Wardancer gains Cold Resistance 10.

  Child of Winter (Su): At 2nd level, the Frostchylde Wardancer gains a supernatural connection to the ice and snow. Snow and ice is treated as normal terrain. +5 sacred bonus to Balance checks to keep from falling on ice.

  Frozen Fury (Su): At 3rd level, the Frostchylde Wardancer's unarmed and melee weapon attacks become infused with supernatural cold, dealing +1d6 cold damage (as Frost property). She can suppress or activate this effect at will.

  Bonus Speed (Ex): The Frostchylde Wardancer gains a +10 ft bonus to speed at 4th level. This stacks with similar class effects. She gains another +10 ft bonus to speed at 8th level. She loses this ability when wearing armor, or when carrying a medium or heavier load.

  Evasion (Ex): The Frostchylde Wardancer gains Evasion at 5th level. If they already had Evasion from another source, they gain Improved Evasion instead. She loses this ability when wearing armor, or when carrying a medium or heavier load.

  Frostblood (Su): The Frostchylde Wardancer's connection to the cold freezes impurities that would harm her, making her immune to nonmagical poisons and diseases.

  Frostchylde (Ex): At 7th level, the Frostchylde Wardancer becomes perfectly adapted to the cold, gaining the Cold subtype. They are immune to Cold samage and gain vulnerability to Fire (+50% damage).

  Eternal Frost (Ex): At 9th level, a Frostchylde Wardancer no longer takes penalties from aging, and cannot be magically aged. Penalties already incurred remain, bonuses still accrue, and she still dies of old age when her time is up.

  Fimbulwinter (Sp): At 10th level, the Frostchylde Wardancer's connection to the cold becomes so great that they gain the ability to cast Fimbulwinter as a spell-like ability (CL 20) once per month.

  Feats

  Lycan Spell (General)

  Prerequisites: Wis 13, Lycanthrope

  Benefit: You can complete the verbal and somatic components of spells while in your animal or hybrid forms. You substitute various noises and gestures for the normal verbal and somatic components of a spell.

  You can also use any material components or focuses you possess, even if such items are melded within your current form. This feat does not permit the use of magic items while you are in a form that could not ordinarily use them, and you do not gain the ability to speak while in animal form.

  Unearthly Luck [Fey]

  Prerequisites: Fey Type

  Benefit: As a supernatural ability, you may add your CHA bonus to all saving throws.

  Enchanted Animal Companion [Special]

  Prerequisite: Animal Companion ability

  Benefit: You may select a magical beast or vermin as an Animal Companion. The level modifier depends on the creature's challenge rating. Creatures with a challenge rating of one or less have no modifier; other creatures use twice their challenge rating minus one, rounded to the closest multiple of three levels. So, creatures with a Challenge Rating of 1 have no modifier, CR 2: level -3, CR 4: level -6, CR 5: level -9, CR 6-7: level -12, CR 8: level -15, etc.

  Improved Animal Companion [Special]

  Prerequisite: Animal Companion ability

  Benefit: Your effective level for the Animal Companion ability is three levels higher than normal. As noted in the SRD this improves the abilities of your existing animal companion, or alternatively allows you to attract a more powerful one.

  Special: You may select this feat multiple times. It stacks with itself.

  Spells

  FAITH WOUNDING

  Necromancy

  Level: Blackguard 1, cleric 1, paladin 1

  Components: V, S

  Casting Time: 1 standard action

  Range: Touch

  Target: Creature touched

  Duration: Instantaneous

  Saving Throw: Will half

  Spell Resistance: Yes

  You place your hands on your loyal acolyte and silver-black radiance discharges from your hands. Necrotic wounds spread across his chest.

  When laying your hand upon a creature, you channel negative energy that inflicts 8 points of damage +1 point per caster level (up to +5). The spell works only on a creature that worships the same deity as you. A target with no deity or a different deity from yours is unaffected by the spell, even if the target would normally be harmed by negative energy. This unusual spell is typically given to clerics of gods with undead amongst their ranks, as it heals them, though it has seen some use amongst wicked clerics who seek to assess the ‘purity’ of supposed followers’ beliefs.

  Statblocks

  Abyssal Ghoul

  Abyssal Ghoul

  Medium Undead

  Hit Dice: 16d12 (104 HP)

  Initiative: +7

  Speed: 40 ft.

  AC: 27 (+3 Dex, +14 natural), touch 13, flat-footed 27

  Attacks: 2 front claws +15 melee and rear claws +13 melee

  Damage: Front claw 1d4+7 plus disease, rear claws 2d4+3 plus disease

  Face/Reach: 5 ft. by 5 ft./5 ft.

  Special Attacks: Disease, improved grab, sneak attack +5d6, Wisdom drain 1d6

  Special Qualities: Acid resistance 20, blindsight, cold resistance 20, deathwatch, electricity immunity, fire resistance 20, SR 20, uncanny dodge (Dex bonus to AC, can’t be flanked), undead traits

  Saves: Fort +5, Ref +10, Will +12

  Abilities: Str 25, Dex 16, Con —, Int 14, Wis 15, Cha 18

  Skills: Balance +21, Climb +15, Hide +11, Jump +25, Move Silently +11, Tumble +21

  Feats: Dodge, Improved Initiative, Lightning Reflexes, Mobility, Multiattack, Spring Attack

  Climate/Terrain: Any land and underground

  Organization: Solitary, pair, gang (3–5), or swarm (6–12)

  Challenge Rating: 10

  Treasure: None

  Alignment: Always chaotic evil

  Advancement: 17–24 HD (Medium-size); 25–48 HD (Large)

  Vile minions of Kiaransalee, abyssal ghouls are twisted undead creatures with fiendish characteristics. Their abyssal connections make them far more formidable opponents than common ghouls.

  An abyssal ghoul looks similar to a common ghoul in that it is a warped humanoid figure with bestial features. Its skin is scaly and tough, and its fingers and toes end in fearsome claws several inches in length. Its teeth are equally fearsome, and a foot-long tongue dangles from its mouth, trailing into smoky incorporeality at its tip. Though an abyssal ghoul is

  blind, its other senses allow it to perceive prey around it.

  Abyssal ghouls speak Abyssal.

  Combat

  An abyssal ghoul enters combat slashing with its claws. Its strange tongue allows it to suck mental energy from prey it has pinned.

  Despite their apparent bestial nature, abyssal ghouls are quite intelligent, and they show considerable cunning in battle. In groups, they always try to flank opponents so that they can take advantage of sneak attack opportunities.

  Disease (Su): Any creature hit by an abyssal ghoul’s front claw or rear claw attack must succeed at a Fortitude save (DC 18) or contract demon fever. After an incubation period of 1 day, the disease deals 1d6 points of Constitution damage. Each day after contracting demon fever, the creature must succeed at another Fortitude save (DC 18) or take the same damage. Each time it is damaged by the disease, the creature must immediately succeed at another Fortitude save (DC 18) or 1 point of the Constitution damage taken becomes Constitution drain instead. After making a successful Fortitude save against the Constitution damage on each of two consecutive days, the creature recovers.

  Improved Grab (Ex): If an abyssal ghoul hits an opponent its own size or smaller with both front claws, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +15). If it gets a hold, it can attempt to pin and use its Wisdom drain ability on its next grapple check. Alternatively, the abyssal ghoul has the option to conduct the grapple normally, or simply use its front claws to hold the opponent (–20 penalty on grapple check, but the ghoul is not considered grappled). In either case, each

  successful grapple check it makes during successive rounds automatically deals damage from both front claws.

  Sneak Attack (Ex): Any time the abyssal ghoul’s target is denied a Dexterity bonus, or when it is flanked by the abyssal ghoul, the latter deals an additional +5d6 points of damage on a successful melee attack.

  Wisdom Drain (Su): If an abyssal ghoul successfully pins a living opponent, it can drain 1d6 points of Wisdom with its smoky tongue on the same action. Each round thereafter that the pin is maintained, it automatically drains an additional 1d6 points of Wisdom. A creature reduced to 0 Wisdom by an abyssal ghoul becomes unconscious until at least 1 point of Wisdom is restored.

  Blindsight (Ex): An abyssal ghoul is blind, but it maneuvers and fights as well as a sighted creature by using scent and vibration to ascertain its surroundings. This ability enables it to discern objects and creatures within 90 feet. The abyssal ghoul usually does not need to make Spot or Listen checks to notice creatures within range of its blindsight.

  Deathwatch (Sp): This ability functions like the deathwatch spell, except that it is always active and the abyssal ghoul always knows how near death all creatures within 90 feet of it are. Because of this knowledge, it often pauses to kill fragile creatures (those with 3 or fewer hit points remaining) before moving on to attack healthier foes.

  Uncanny Dodge (Ex): An abyssal ghoul retains its Dexterity bonus to AC even when flat-footed or struck by an attacker it can’t perceive. In addition, it cannot be flanked except by a rogue of 20th level or higher.

  Undead Traits: An abyssal ghoul is immune to mind-affecting effects, poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, and any effect that requires a Fortitude save unless it also works on objects. It is not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage. An abyssal ghoul cannot be raised, and resurrection works only if it is willing.

  Arden Blackfang

  Arden Blackfang - Huntlord of Malar

  Human Form

  Hexblade 15/Half-Fiend Werewolf Lord 13

  Medium Outsider (Native, Human, Shapechanger)

  HD: 15d10+120 plus 6d8+60 (293 hp)

  Initiative: +6

  Speed: 30 ft. (6 squares), Fly 30 ft. (Average)

  AC: 30 (+4 Dex, +3 Natural, +10 Armor, +3 Deflection), touch 17, flat-footed 26

  BAB/Grapple: +19/+28

  Attack: Claw +28 melee (1d4+9 plus 1 Vile) or Blackfang's Bite +34 melee (1d10+14, 17-20/x2 or 1d10+18, 17-20/x2, plus 1d6 Fire and 1 Vile) or Magehunter +32 ranged (1d8+10 plus 1 Vile)

  Full Attack: 2 Claws +28 melee (1d4+9 plus 1 vile) and Bite +24 melee (1d6+9 plus 1 vile), or Blackfang's Bite +34/+29/+24/+19 melee (1d10+14, 17-20/x2, or 1d10+18, 17-20/x2 plus 1d6 Fire and 1 Vile) and Bite +24 melee (1d6+9 plus 1 vile), or Magehunter +28/+23/+18/+13 ranged (1d8+10 plus 1 Vile)

  Space/Reach: 5 ft/5 ft

  Special Attacks: Smite Good, Spell-like Abilities, Hexblade's Curse 4/day

  Special Qualities: Alternate Form, wolf empathy, low-light vision, scent, Resistance to Acid 10, Cold 10, Electricity 10, Fire 10, Darkvision 60', Immunity to Poison, DR 10/Magic, Spell Resistance 31, Arcane Resistance, Mettle, Familiar, Greater Hexblade's Curse, Aura of Unluck 1/day,

  Saves: Fort +21, Ref +20, Will +23

  Abilities: STR 28, DEX 22, CON 24, INT 19, WIS 14, CHA 30

  Skills: Bluff +25, Concentration +21, Diplomacy +25, Intimidate +25, Hide +12, Knowledge (Arcana) +9, Listen +10, Move Silently +12, Profession (Leatherworker) +12, Ride +11, Spellcraft +14, Spot +10, Survival +8

  Feats: Iron Will, Alertness, Run, Track, Weapon Focus (Bite), Improved Toughness, Blind-Fight, Improved Natural Armor, Combat Casting, Improved Initiative, Exotic Weapon Proficiency (Bastard Sword), Spell Penetration, Weapon Focus (Bastard Sword), Mage Slayer, Greater Spell Penetration

  Challenge Rating: 22

  Alignment: CE

  Level Adjustment: +7

  Dire Wolf Form

  Hexblade 15/Half-Fiend Werewolf Lord 13

  Large Outsider (Native, Human, Shapechanger)

  HD: 15d10+120 plus 6d8+60 (293 hp)

  Initiative: +6

  Speed: 50 ft. (10 squares), Fly 30 ft. (Average)

  AC: 32 (-1 Size, +4 Dex, +6 Natural, +10 Armor, +3 Deflection), touch 17, flat-footed 28

  BAB/Grapple: +19/+39

  Attack: Claw +34 melee (1d6+16 plus 1 Vile)

  Full Attack: 2 Claws +34 melee (1d6+16 plus 1 vile) and Bite +30 melee (1d8+16 plus 1 vile)

  Space/Reach: 10 ft/5 ft

  Special Attacks: Curse of Lycanthropy, Trip, Smite Good, Spell-like Abilities, Hexblade's Curse 4/Day

  Special Qualities: Alternate Form, wolf empathy, DR 10/Silver, low-light vision, scent, Resistance to Acid 10, Cold 10, Electricity 10, Fire 10, Darkvision 60', Immunity to Poison, DR 10/Magic, Spell Resistance 31, Arcane Resistance, Mettle, Familiar, Greater Hexblade's Curse, Aura of Unluck 1/day

  Saves: Fort +25, Ref +22, Will +23

  Abilities: STR 42, DEX 26, CON 30, INT 19, WIS 14, CHA 30

  Skills: Bluff +25, Concentration +21, Diplomacy +25, Intimidate +25, Hide +10, Knowledge (Arcana) +9, Listen +10, Move Silently +18, Profession (Leatherworker) +12, Ride +17, Spellcraft +14, Spot +10, Survival +8*

  Feats: Iron Will, Alertness, Run, Track, Weapon Focus (Bite), Improved Toughness, Blind-Fight, Improved Natural Armor, Combat Casting, Improved Initiative, Exotic Weapon Proficiency (Bastard Sword), Spell Penetration, Weapon Focus (Bastard Sword), Mage Slayer, Greater Spell Penetration

  Challenge Rating: 22

  Alignment: CE

  Level Adjustment: +7

  Hybrid Form

  Hexblade 15/Half-Fiend Werewolf Lord 13

  Large Outsider (Native, Human, Shapechanger)

  HD: 15d10+120 plus 6d8+60 (293 hp)

  Initiative: +6

  Speed: 30 ft. (6 squares), Fly 30 ft. (Average)

  AC: 32 (-1 Size, +4 Dex, +6 Natural, +10 Armor, +3 Deflection), touch 16, flat-footed 28

  BAB/Grapple: +19/+39

  Attack: Claw +34 melee (1d6+16 plus 1 Vile) or Blackfang's Bite +40 melee (2d8+21, 17-20/x2 or 2d8+29, 17-20/x2, plus 1d6 Fire and 1 Vile) or Magehunter +32 ranged (2d6+10 plus 1 Vile)

  Full Attack: 2 Claws +34 melee (1d6+16 plus 1 vile) and Bite +30 melee (1d8+16 plus 1 vile), or Blackfang's Bite +40/+35/+30/+25 melee (2d8+21, 17-20/x2, or 2d8+29, 17-20/x2 plus 1d6 Fire and 1 Vile) and Bite +30 melee (1d8+16 plus 1 vile), or Magehunter +32/+27/+22/+17 ranged (2d6+10 plus 1 Vile)

  Space/Reach: 10 ft/10 ft

  Special Attacks: Curse of Lycanthropy, Trip, Smite Good, Spell-like Abilities, Hexblade's Curse 4/Day

  Special Qualities: Alternate Form, wolf empathy, DR 10/Silver, low-light vision, scent, Resistance to Acid 10, Cold 10, Electricity 10, Fire 10, Darkvision 60', Immunity to Poison, DR 10/Magic, Spell Resistance 31, Arcane Resistance, Mettle, Familiar, Greater Hexblade's Curse, Aura of Unluck 1/day

  Saves: Fort +25, Ref +22, Will +23

  Abilities: STR 42, DEX 26, CON 30, INT 19, WIS 14, CHA 30

  Skills: Bluff +25, Concentration +21, Diplomacy +25, Intimidate +25, Hide +10, Knowledge (Arcana) +9, Listen +10, Move Silently +18, Profession (Leatherworker) +12, Ride +17, Spellcraft +14, Spot +10, Survival +8*

  Feats: Iron Will, Alertness, Run, Track, Weapon Focus (Bite), Improved Toughness, Blind-Fight, Improved Natural Armor, Combat Casting, Improved Initiative, Exotic Weapon Proficiency (Bastard Sword), Spell Penetration, Weapon Focus (Bastard Sword), Mage Slayer, Greater Spell Penetration

  Challenge Rating: 22

  Alignment: CE

  Level Adjustment: +7

  Smite Good (Su): 1/day can make normal melee attack to deal extra damage equal to its HD total (Max +20) against a good foe.

  Spell-like Abilities (Sp): CL equal to HD, DC is CHA based.

  3/day: Darkness, Poison (Fort DC 21), Unholy Aura

  1/day: Desecrate, Unholy Blight (Will DC 22), Contagion (Fort DC 21), Blasphemy (Will DC 25), Unhallow, Horrid Wilting (Fort DC ), Summon Monster IX (Fiends only), Destruction (Fort DC )

  Alternate Form (Su): A werewolf can assume a bipedal hybrid form or the form of a wolf.

  Trip (Ex): A werewolf in animal form that hits with a bite attack can attempt to trip the opponent (+15 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the werewolf.

  Wolf Empathy (Ex): Communicate with wolves and dire wolves, and +4 racial bonus on Charisma-based checks against wolves and dire wolves.

  Skills: *A werewolf in hybrid or wolf form gains a +4 racial bonus on Survival checks when tracking by scent.

  Hexblade's Curse (Su): As a free action, unleash a curse upon a foe visible to the hexblade and within 60'. Target takes -2 penalty on attacks, saves, ability checks, skill checks, and weapon damage rolls for 1 hour if it fails a Will save (DC 10 + 1/2 hexblade level + CHA). Can use 1/day, plus additional use every 4 levels after 1st (5th, 9th, 13th, and 17th). Multiple hexblade's curses do not stack, and any foe that successfully saves against the effect cannot bee affected by the same hexblade's curse for 24 hours. Any effect that removes or dispells a curse eliminates the effect of a Hexblade's Curse.

  Arcane Resistance (Su): Gain a bonus equal to CHA (min 1) on saving throws against spells and spell-like effects.

  Mettle (Ex): If succeeds on a Will or Fort save against a spell with a lesser effect on a successful save, he instead completely ignores the effect. Does not gain this benefit while unconscious or sleeping.

  Familiar: Can obtain a familiar. Treat him as a sorcerer of three levels lower for the purpose of determining the familiar's powers and abilities.

  Greater Hexblade's Curse (Su): The penalty from the Hexblade's Curse improves to -4 instead of -2.

  Aura of Unluck (Su): 1/day, create a baleful aura of misfortune. Any melee or ranged attack made against the hexblade while this aura of unluck is active has a 20% miss chance. Activating the aura is a free action, and the aura lasts for (CHA+3) rounds.

  Spells (DC +Spell Level)

  1st Level (5/5 Slots):

  Alarm, Expeditious Retreat, Phantom Threat (CW), Tasha's Hideous Laughter

  2nd Level (3/3 Slots):

  Blindness/Deafness, Mirror Image, Spider Climb, Touch of Idiocy

  3rd Level (3/3 Slots):

  Deep Slumber, Hound of Doom (CW), Invisibility Sphere, Vampiric Touch

  4th Level (3/3 Slots):

  Baleful Polymorph, Cursed Blade (CW), Enervation

  Gear

  Breastplate of the Hunter King - +5 Dragonhide Dragoncrafted Breastplate of Nimbleness, Shifting, Light Fortification

  **Dragonhide (Black Dragon) - Armor is immune to acid.

  **Dragoncrafted (Black Dragon) - Acid Resistance 5 as an extraordinary effect. Does not stack with other resistances of that type. Counts as armor 1 category lower (light armor remains light), ACP reduced by 2.

  **Nimbleness - Max DEX bonus +1, ACP reduced by 2 (+1 Bonus)

  **Shifting - This armor shifts with the wearer when they change form, such as through Wild Shape or Alternate Form, instead of being melded into their new form. If the base form is proficient with the armor, the new form is, too. (+3 Bonus)

  **Light Fortification - 25% chance to ignore critical hits. (+1 Bonus)

  Blackfang's Bite - +5 Cold Iron Sizing Flaming, Unholy, Ghost Touch Keen Bastard Sword

  **Sizing - Weapon resizes at will (+5000 gp)

  **Flaming - Weapon deals extra 1d6 Fire damage on hit (+1 Bonus)

  **Unholy - Deals extra 2d6 damage to Good creatures, bestows 1 negative level on any good creature attempting to wield it. (+2 Bonus)

  **Ghost Touch - Can be used normally against incorporeal creatures. (+1 Bonus)

  **Keen - Threat range doubled. (+1 Bonus)

  Magehunter - Dragoncraft (+5 STR) Longbow +5 Seeking Magebane Sizing

  **Seeking - Attacks ignore all miss chances. (+1 Bonus)

  **Magebane - Enhancement bonus is 2 higher against arcane casters, +2d6 damage to Arcane Casters (+1 Bonus)

  **Sizing - Weapon resizes at will (+5000 gp)

  Ring of the Dark Master - Acts as a Master Ring, Ring of Protection +3, and Vile Weapon Ring

  **Master Ring - The wearer of this ring can deal 3d6 points of damage per round as a free action to anyone wearing a slave ring keyed to it. In addition, can exchange messages with a keyd slave ring (as Sending spell) 3/day. Typically has ten Slave rings keyed to it.

  **Ring of Protection +3 - +3 Deflection bonus to AC

  **Vile Weapon Ring - All weapon attacks deal +1 Vile damage

  Ring of the Huntlord - Acts as rings of Water Breathing, Freedom of Movement, the Predator, and Evasion

  **Ring of Water Breathing - Breathe Underwater

  **Ring of Freedom of Movement - Under a continual Freedom of Movement spell

  **Ring of the Predator - +10 competence bonus on Hide and Move Silently, gain Trackless Step ability (identical to Druid class ability).

  **Ring of Evasion - Gain Evasion, as the Rogue ability.

  Cloak of the Wolf King - Acts as Cloak of CHA +6, Resistance +5)

  Amulet of Health +4

  Ranger's Belt (Belt of Giant Strength +4, Healing Belt)

  Bondslave's Ring x10 (Slave Ring, Protection +1)

  1405 GP

  Avice Shadowclaw

  Avice Shadowclaw - Deathbringer of Malar

  Human Form

  Ranger 12/Half-Fiend Werewolf Lord 13

  Medium Outsider (Native, Human, Shapechanger)

  HD: 12d8+72 plus 6d8+51 (207 hp)

  Initiative: +8

  Speed: 30 ft. (6 squares), Fly 30 ft. (Average)

  AC: 30 (+6 Dex, +5 Natural, +6 armor, +3 Deflection), touch 19, flat-footed 24 (+5 vs. ranged attacks)

  BAB/Grapple: +16/+21

  Attack: Claw +23 melee (1d4+7), or Deathbringer's Breath +22 melee (2d6+7, 19-20/x2) or Deathbringer's Breath +25 ranged (1d8+5, x3)

  Full Attack: 2 Claw +23 melee (1d4+7) and Bite +19 melee (1d6+7), or Deathbringer's Breath +22/+17/+12/+7 melee (2d6+7, 19-20/x2) and bite +19 melee (1d6+7), or Deathbringer's Breath +25/+20/+15/+10 ranged (1d8+5, x3)

  Space/Reach: 5 ft/5 ft

  Special Attacks: Smite Good, Spell-like Abilities

  Special Qualities: Alternate Form, wolf empathy, low-light vision, scent, Resistance to Acid 10, Cold 10, Electricity 10, Fire 10, Darkvision 60', Immunity to Poison, DR 10/Magic, Spell Resistance 28, Favored Enemy (Human) +4, Wild Empathy, Combat Style, Animal Companion, Favored Enemy (Elf) +4, Improved Combat Style, Woodland Stride, Swift Tracker, Evasion, Favored Enemy (Magical Beast), Combat Style Mastery

  Saves: Fort +24, Ref +26, Will +19

  Abilities: STR 20, DEX 26, CON 20, INT 19, WIS 17, CHA 14

  Skills: Climb +10, Handle Animal +12, Heal +8, Hide +38, Jump +20, Knowledge (Geography) +9, Knowledge (Nature) +9, Listen +25, Move Silently +38, Search 24, Spot +25, Survival +12, Swim +10, Use Rope +23

  Feats: Iron Will, Alertness, Run, Track, Weapon Focus (Bite), Endurance, Rapid Shot, Manyshot, Improved Precise Shot, Improved Toughness, Point Blank Shot, Precise Shot, Enchanted Animal Companion, Improved Animal Companion x2

  Challenge Rating: 20

  Alignment: CE

  Level Adjustment: +7

  Dire Wolf Form

  Ranger 12/Half-Fiend Werewolf Lord 13

  Large Outsider (Native, Human, Shapechanger)

  HD: 12d8+72 plus 6d8+51 (207 hp)

  Initiative: +8

  Speed: 50 ft. (10 squares), Fly 30 ft. (Average)

  AC: 33 (+7 Dex, +8 Natural, +6 armor, +3 Deflection), touch 19, flat-footed 27 (+5 vs. ranged attacks)

  BAB/Grapple: +16/+32

  Attack: Claw +30 melee (1d6+14)

  Full Attack: 2 Claw +30 melee (1d6+14) and Bite +26 melee (1d8+14)

  Space/Reach: 10 ft/5 ft

  Special Attacks: Curse of Lycanthropy, Trip, Smite Good, Spell-like Abilities

  Special Qualities: Alternate Form, wolf empathy, DR 10/Silver, low-light vision, scent, Resistance to Acid 10, Cold 10, Electricity 10, Fire 10, Darkvision 60', Immunity to Poison, DR 10/Magic, Spell Resistance 28, Favored Enemy (Human) +4, Wild Empathy, Combat Style, Animal Companion, Favored Enemy (Elf) +4, Improved Combat Style, Woodland Stride, Swift Tracker, Evasion, Favored Enemy (Magical Beast), Combat Style Mastery

  Saves: Fort +26, Ref +28, Will +19

  Abilities: STR 34, DEX 30, CON 26, INT 19, WIS 17, CHA 14

  Skills: Climb +17, Handle Animal +12, Heal +8, Hide +36, Jump +27, Knowledge (Geography) +9, Knowledge (Nature) +9, Listen +25, Move Silently +40, Search 24, Spot +25, Survival +12, Swim +17, Use Rope +25

  Feats: Iron Will, Alertness, Run, Track, Weapon Focus (Bite), Endurance, Rapid Shot, Manyshot, Improved Precise Shot, Improved Toughness, Point Blank Shot, Precise Shot, Enchanted Animal Companion, Improved Animal Companion x2

  Challenge Rating: 20

  Alignment: CE

  Level Adjustment: +7

  Hybrid Form

  Ranger 12/Half-Fiend Werewolf Lord 13

  Large Outsider (Native, Human, Shapechanger)

  HD: 12d8+72 plus 6d8+51 (207 hp)

  Initiative: +8

  Speed: 30 ft. (6 squares), Fly 30 ft. (Average)

  AC: 34 (+7 Dex, +8 Natural, +6 armor, +3 Deflection), touch 20, flat-footed 27 (+5 vs. ranged attacks)

  BAB/Grapple: +16/+32

  Attack: Claw +30 melee (1d6+14), or Deathbringer's Breath +29 melee (3d6+19, 19-20/x2) or Deathbringer's Breath +27 ranged (2d6+5, x3)

  Full Attack: 2 Claw +30 melee (1d6+14) and Bite +26 melee (1d8+14), or Deathbringer's Breath +29/+24/+19/+14 melee (3d6+19, 19-20/x2) and Bite +26 melee (1d8+14), or Deathbringer's Breath +27/+22/+17/+12 ranged (2d6+5, x3)

  Space/Reach: 10 ft/10 ft

  Special Attacks: Curse of Lycanthropy, Smite Good, Spell-like Abilities

  Special Qualities: Alternate Form, wolf empathy, DR 10/Silver, low-light vision, scent, Resistance to Acid 10, Cold 10, Electricity 10, Fire 10, Darkvision 60', Immunity to Poison, DR 10/Magic, Spell Resistance 28, Favored Enemy (Human) +4, Wild Empathy, Combat Style, Animal Companion, Favored Enemy (Elf) +4, Improved Combat Style, Woodland Stride, Swift Tracker, Evasion, Favored Enemy (Magical Beast), Combat Style Mastery

  Saves: Fort +26, Ref +28, Will +19

  Abilities: STR 34, DEX 30, CON 26, INT 19, WIS 17, CHA 14

  Skills: Climb +17, Handle Animal +12, Heal +8, Hide +36, Jump +27, Knowledge (Geography) +9, Knowledge (Nature) +9, Listen +25, Move Silently +40, Search 24, Spot +25, Survival +12, Swim +17, Use Rope +25

  Feats: Iron Will, Alertness, Run, Track, Weapon Focus (Bite), Endurance, Rapid Shot, Manyshot, Improved Precise Shot, Improved Toughness, Point Blank Shot, Precise Shot, Enchanted Animal Companion, Improved Animal Companion x2

  Challenge Rating: 20

  Alignment: CE

  Level Adjustment: +7

  Smite Good (Su): 1/day can make normal melee attack to deal extra damage equal to its HD total (Max +20) against a good foe.

  Spell-like Abilities (Sp): CL equal to HD, DC is CHA based.

  3/day: Darkness, Poison, Unholy Aura

  1/day: Desecrate, Unholy Blight, Contagion, Blasphemy, Unhallow, Horrid Wilting, Summon Monster IX (fiends only)

  Alternate Form (Su): A werewolf can assume a bipedal hybrid form or the form of a wolf.

  Trip (Ex): A werewolf in animal form that hits with a bite attack can attempt to trip the opponent (+15 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the werewolf.

  Wolf Empathy (Ex): Communicate with wolves and dire wolves, and +4 racial bonus on Charisma-based checks against wolves and dire wolves.

  Skills: *A werewolf in hybrid or wolf form gains a +4 racial bonus on Survival checks when tracking by scent.

  Favored Enemy (Ex): At 1st level, a ranger may select a type of creature. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.

  At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2.

  If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype. If a specific creature falls into more than one category of favored enemy, the ranger’s bonuses do not stack; he simply uses whichever bonus is higher.

  Wild Empathy (Ex): A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

  To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

  The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

  Combat Style (Ex): Treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat, while wearing light or no armor.

  Endurance: A ranger gains Endurance as a bonus feat at 3rd level.

  Animal Companion (Ex): At 4th level, a ranger gains an animal companion. This ability functions like the druid ability of the same name, except that the ranger’s effective druid level is one-half his ranger level. A ranger may select from the alternative lists of animal companions just as a druid can, though again his effective druid level is half his ranger level. Like a druid, a ranger cannot select an alternative animal if the choice would reduce his effective druid level below 1st.

  Improved Combat Style (Ex): At 6th level, a ranger’s aptitude in his chosen combat style (archery or two-weapon combat) improves. He is treated as having the Manyshot feat, even if he does not have the normal prerequisites for that feat.

  Woodland Stride (Ex): Starting at 7th level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.

  Swift Tracker (Ex): Beginning at 8th level, a ranger can move at his normal speed while following tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.

  Evasion (Ex): At 9th level, a ranger can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the ranger is wearing light armor or no armor. A helpless ranger does not gain the benefit of evasion.

  Combat Style Mastery (Ex): At 11th level, a ranger’s aptitude in his chosen combat style. He is treated as having the Improved Precise Shot feat, even if he does not have the normal prerequisites for that feat.

  Spells:

  1st (2 slots): Hunter's Mercy (SC), Entangle

  2nd (2 slots): Exacting Shot (SC), Cure Light Wounds

  3rd (2 slots): Mark of the Hunter (SC), Heal Animal Companion (SC)

  Gear:

  Silent Hunter's Shirt - +2 Shifter Mithril Chain Shirt of Nimbleness

  **Nimbleness - Max DEX bonus +1, ACP reduced by 2 (+1 Bonus)

  **Shifting - This armor shifts with the wearer when they change form, such as through Wild Shape or Alternate Form, instead of being melded into their new form. If the base form is proficient with the armor, the new form is, too. (+3 Bonus)

  **Silent - 3/day use Silence as a 3rd level Cleric. (+7200 gp)

  Lesser Crystal of Arrow Deflection - +5 to AC versus ranged attacks.

  Deathbringer's Breath - Great Swordbow of Brilliant Energy

  **Great Swordbow - Can transform between a +1 Greatsword and a +1 Composite Longbow (+4 Str). Enchanting this weapon further follows the same rules as with double weapons. Can interchange between bow and sword attacks as part of the same full attack action.

  **Brilliant Energy - This weapon ignores all nonliving material, bypassing armor. Projectile weapons bestow this property on their ammunition. (+4 Bonus)

  **Sizing - Weapon changes size with user. (+10000 gp)

  Lesser Crystal of Fire Assault - Weapon Crystal. Adds 1d6 Fire damage to weapon attacks.

  Ring of the Ghost Wolf - Acts as Ring of Invisibility and the Predator

  **Invisibility - Can become Invisible, as the spell, at will.

  **Predator - +10 Competence bonus to Hide and Move Silently, Trackless Step (as druid ability)

  Ring of Protection +3

  Amulet of the Alpha Wolf - Acts as Amulet of Mighty Fists +2, Natural Armor +3, Health +4

  **Mighty Fists +2 - All natural and unarmed attacks have a +2 enhancement bonus to attacks and damage

  **Natural Armor +3 - +3 enhancement to Natural Armor

  **Health +4 - +4 Enhancement to CON

  Boots of the Hunter - Acts as Boots of Striding & Springing and Spider Climbing

  **Striding and Springing - +10 Enhancement to speed. +5 Competence bonus on Jump checks.

  **Spider Climbing - Continuous Spider Climb effect.

  Cloak of Evasion - Acts as Cloak of Resistance +5 and Minor Displacement

  **Resistance +5 - +5 Resistance bonus to all Saves.

  **Minor Displacement - Continuous 20% miss chance

  Wand of Cure Light Wounds (50 charges) - Heal 1d8+1 damage.

  Handy Haversack - Holds up to 120 lbs. Drawing items is a free action.

  Replenishing Skin - Waterskin refills over 4 hours.

  Efficient Quiver - Can hold up to 60 arrows, 18 javelins, and 6 bows.

  Grimhowl (Animal Companion)

  FIENDISH DIRE WOLF

  Large Magical Beast (Extraplanar)

  Hit Dice: 10d8+70 (118 hp)

  Initiative: +2

  Speed: 60 ft. (12 squares)

  Armor Class: 32 (–1 size, +3 Dex, +7 Armor, +10 natural, +3 Deflection), touch 15, flat-footed 29

  Base Attack/Grapple: +7/+19

  Attack: Bite +18 melee (1d8+14)

  Full Attack: Bite +18/+13 melee (1d8+14)

  Space/Reach: 10 ft./5 ft.

  Special Attacks: Trip, Smite Good 1/day

  Special Qualities: Low-light vision, scent, Darkvision 60', DR 5/Magic, Resistance to Cold and Fire 10, SR 15, Link, Share Spells, Evasion, Devotion, Multiattack, Bonus Tricks (4)

  Saves: Fort +14, Ref +12, Will +10

  Abilities: Str 27, Dex 17, Con 22, Int 3, Wis 12, Cha 10

  Skills: Hide +13, Listen +10, Move Silently +16, Spot +10, Survival +2*

  Feats: Alertness, Run, TrackB, Weapon Focus (bite), Improved Toughness

  Fiendish dire wolves are efficient pack hunters that will kill anything they can catch.

  Fiendish dire wolves are mottled gray or black, about 9 feet long and weighing some 800 pounds.

  Combat

  Fiendish dire wolves prefer to attack in packs, surrounding and flanking a foe when they can.

  Trip (Ex): A dire wolf that hits with a bite attack can attempt to trip its opponent (+12 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the dire wolf.

  Smite Good (Su): 1/day make a normal melee attack to deal extra damage equal to HD total (max +20) against a good foe.

  Skills: A dire wolf has a +2 racial bonus on Hide, Listen, Move Silently, and Spot checks.

  *It also has a +4 racial bonus on Survival checks when tracking by scent.

  Link (Ex): Avice can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. Avice gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

  Share Spells (Ex): At Avice’s option, she may have any spell (but not any spell-like ability) she casts upon herself also affect her animal companion. The animal companion must be within 5 feet of her at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to Avice before the duration expires. Additionally, Avice may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. Avice and her animal companion can share spells even if the spells normally do not affect creatures of the companion’s type.

  Evasion (Ex): If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.

  Devotion (Ex): An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.

  Multiattack: An animal companion gains Multiattack as a bonus feat if it has three or more natural attacks and does not already have that feat. If it does not have the requisite three or more natural attacks, the animal companion instead gains a second attack with its primary natural weapon, albeit at a –5 penalty.

  Tricks Known:

  Purpose - Hunting (Attack, Down, Fetch, Heel, Seek, Track)

  Other Tricks - Come, Defend, Guard, Stay

  Gear:

  Ghost Wolf's Armor - +4 Studded Leather Armor (large quadruped)

  **Silent - 3/day use Silence as a 3rd level Cleric. (+7200 gp)

  Ring of the Ghost Wolf - Acts as Ring of Invisibility and the Predator

  **Invisibility - Can become Invisible, as the spell, at will.

  **Predator - +10 Competence bonus to Hide and Move Silently, Trackless Step (as druid ability)

  Ring of Protection +3

  Amulet of the Alpha Wolf - Acts as Amulet of Mighty Fists +2, Natural Armor +3, Health +4

  **Mighty Fists +2 - All natural and unarmed attacks have a +2 enhancement bonus to attacks and damage

  **Natural Armor +3 - +3 enhancement to Natural Armor

  **Health +4 - +4 Enhancement to CON

  Boots of the Hunter - Acts as Boots of Striding & Springing and Spider Climbing

  **Striding and Springing - +10 Enhancement to speed. +5 Competence bonus on Jump checks.

  **Spider Climbing - Continuous Spider Climb effect.

  Cloak of Evasion - Acts as Cloak of Resistance +5 and Minor Displacement

  **Resistance +5 - +5 Resistance bonus to all Saves.

  **Minor Displacement - Continuous 20% miss chance

  Fiendish Dire Wolf

  FIENDISH DIRE WOLF

  Large Magical Beast (Extraplanar)

  Hit Dice: 6d8+18 (45 hp)

  Initiative: +2

  Speed: 50 ft. (10 squares)

  Armor Class: 14 (–1 size, +2 Dex, +3 natural), touch 11, flat-footed 12

  Base Attack/Grapple: +4/+15

  Attack: Bite +11 melee (1d8+10)

  Full Attack: Bite +11 melee (1d8+10)

  Space/Reach: 10 ft./5 ft.

  Special Attacks: Trip, Smite Good 1/day

  Special Qualities: Low-light vision, scent, Darkvision 60', DR 5/Magic, Resistance to Cold and Fire 5, SR 11

  Saves: Fort +8, Ref +7, Will +6

  Abilities: Str 25, Dex 15, Con 17, Int 3, Wis 12, Cha 10

  Skills: Hide +0, Listen +7, Move Silently +4, Spot +7, Survival +2*

  Feats: Alertness, Run, TrackB, Weapon Focus (bite)

  Environment: Temperate forests

  Organization: Solitary or pack (5–8)

  Challenge Rating: 4

  Treasure: None

  Alignment: Always neutral

  Advancement: 7–18 HD (Large)

  Level Adjustment: —

  Fiendish dire wolves are efficient pack hunters that will kill anything they can catch.

  Fiendish dire wolves are mottled reddish gray or black, about 9 feet long and weighing some 800 pounds.

  Combat

  Fiendish dire wolves prefer to attack in packs, surrounding and flanking a foe when they can.

  Trip (Ex): A dire wolf that hits with a bite attack can attempt to trip its opponent (+11 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the dire wolf.

  Smite Good (Su): 1/day make a normal melee attack to deal extra damage equal to HD total (max +20) against a good foe.

  Skills: A dire wolf has a +2 racial bonus on Hide, Listen, Move Silently, and Spot checks.

  *It also has a +4 racial bonus on Survival checks when tracking by scent.

  Fiendwolf Acolyte

  Fiendwolf Acolyte (Human Form)

  Cleric 10/Fiendish Werewolf (Afflicted) 6

  Medium Humanoid (Human, Shapechanger, Extraplanar)

  HD: 10d8+20 plus 2d8+8 (92 HP)

  Initiative: +4

  Speed: 30ft (6 squares)

  AC: 26 (+2 Natural, +9 Acolyte's Armor, +3 Shield, +2 Deflection), 12 Touch, 26 Flat-footed

  Base Attack/Grapple: +8/+10

  Attack: +1 Flaming Morningstar +11 melee (1d8+3 plus 1d6 fire), or MW Heavy Crossbow +9 Ranged (1d10, 19-20/x2)

  Full Attack: +1 Flaming Morningstar +11/+6 melee (1d8+3 plus 1d6 fire), or MW Heavy Crossbow +9 Ranged (1d10, 19-20/x2)

  Space/Reach: 5ft/5ft

  Special Attacks: Rebuke Undead, Smite Good

  Special Qualities: Alternate Form, Wolf Empathy, low-light vision, scent, Darkvision 60', DR 10/Magic, Resistance to Cold and Fire 10, Spell Resistance 17

  Saves: Fort +11, Ref +6, Will +13

  Abilities: STR 14, DEX 10, CON 13, INT 12, WIS 22, CHA 8

  Skills: Concentration 14*, Heal 9, Knowledge (Arcana) 6, Knowledge (Planes) 6, Knowledge (Religion) 14, Listen 10, Spellcraft 14, Spot 10

  Feats: Track, Weapon Focus (Bite), Combat Casting, Improved Toughness, Lycan Spell, Improved Initiative

  CR: 14

  Alignment: CE

  LA: +4

  Fiendwolf Acolyte (Wolf Form)

  Fighter 10/Fiendish Werewolf (Afflicted) 6

  Medium Humanoid (Human, Shapechanger, Extraplanar)

  HD: 10d8+20 plus 2d8+8 (92 HP)

  Initiative: +6

  Speed: 50ft (10 squares)

  AC: 28 (+1 Dex, +6 Natural, +9 Acolyte's Armor, +2 Deflection), Touch 13, Flat-footed 27

  Base Attack/Grapple: +8/+11

  Attack: Bite +12 melee (1d6+4)

  Full Attack: Bite +12 melee (1d6+4)

  Space/Reach: 5ft/5ft

  Special Attacks: Rebuke Undead, Smite Good, Trip

  Special Qualities: Alternate Form, Wolf Empathy, low-light vision, scent, Darkvision 60', DR 10/Magic, Resistance to Cold and Fire 10, Spell Resistance 17

  Saves: Fort +13, Ref +8, Will +13

  Abilities: STR 16, DEX 14, CON 17, INT 12, WIS 22, CHA 8

  Skills: Concentration 16*, Heal 9, Knowledge (Arcana) 6, Knowledge (Planes) 6, Knowledge (Religion) 14, Listen 10, Spellcraft 14, Spot 10, Survival +6**

  Feats: Track, Weapon Focus (Bite), Combat Casting, Improved Toughness, Lycan Spell, Improved Initiative

  CR: 14

  Alignment: CE

  LA: +4

  Fiendwolf Acolyte (Hybrid Form)

  Fighter 10/Fiendish Werewolf (Afflicted) 6

  Medium Humanoid (Human, Shapechanger, Extraplanar)

  HD: 10d8+20 plus 2d8+8 (92 HP)

  Initiative: +6

  Speed: 30ft (6 squares)

  AC: 31 (+1 Dex, +6 Natural, +9 Acolyte's Armor, +3 Shield, +2 Deflection), Touch 13, Flat-footed 30

  Base Attack/Grapple: +8/+11

  Attack: Claw +11 melee (1d4+3) or +1 Flaming Morningstar +12 melee (1d8+4 plus 1d6 fire) or MW Heavy Crossbow +10 ranged (1d10, 19-20/x2)

  Full Attack: 2 Claws +11 melee (1d4+3) and bite +7 melee (1d6+1), or +1 Flaming Morningstar +12/+7 melee (1d8+4 plus 1d6 fire) and bite +7 melee (1d6+1), or MW Heavy Crossbow +10 ranged (1d10, 19-20/x2)

  Space/Reach: 5ft/5ft

  Special Attacks: Rebuke Undead, Smite Good

  Special Qualities: Alternate Form, DR 5/Silver, Wolf Empathy, low-light vision, scent, Darkvision 60', DR 10/Magic, Resistance to Cold and Fire 10, Spell Resistance 17

  Saves: Fort +13, Ref +8, Will +13

  Abilities: STR 16, DEX 14, CON 17, INT 12, WIS 22, CHA 8

  Skills: Concentration 16*, Heal 9, Knowledge (Arcana) 6, Knowledge (Planes) 6, Knowledge (Religion) 14, Listen 10, Spellcraft 14, Spot 10, Survival +6**

  Feats: Track, Weapon Focus (Bite), Combat Casting, Improved Toughness, Lycan Spell, Improved Initiative

  CR: 14

  Alignment: CE

  LA: +4

  Smite Good (Su): 1/day can make normal melee attack to deal extra damage equal to its HD total (Max +20) against a good foe.

  Alternate Form (Su): A werewolf can assume a bipedal hybrid form or the form of a wolf.

  Trip (Ex): A werewolf in animal form that hits with a bite attack can attempt to trip the opponent (+3 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the werewolf.

  Wolf Empathy (Ex): Communicate with wolves and dire wolves, and +4 racial bonus on Charisma-based checks against wolves and dire wolves.

  Skills:

  *+4 to Concentration checks made to cast spells defensively or while grappling or pinned

  **A werewolf in hybrid or wolf form gains a +4 racial bonus on Survival checks when tracking by scent.

  Evil Domain - Cast Evil spells at +1 CL

  Strength Domain - 1/day, gain enhancement bonus to STR equal to cleric level for 1 round

  Spells Prepared (10th level Cleric), (D) denotes Domain spell

  (SC) - Spell Compendium, (BoVD) - Book of Vile Darkness

  0th: Cure Minor Wounds x2, Detect Magic, Mending, Read Magic, Resistance

  1st: Cure Light Wounds, Faith Healing x2 (SC), Heartache (BoVD), Divine Favor, Bane, Enlarge Person(D)

  2nd: Cure Moderate Wounds x2, Spiritual Weapon, Darkbolt (BoVD), Aid, Hold Person, Bull's Strength(D)

  3rd: Vigor (SC), Wrack (BoVD), Cure Serious Wounds, Bestow Curse, Magic Vestment(D)

  4th: Summon Monster IV x2, Cure Critical Wounds, Mass Shield of Faith (SC), Unholy Blight(D)

  5th: Mass Cure Light Wounds, Slay Living, Righteous Wrath of the Faithful (SC), Righteous Might(D)

  Gear:

  Malarite Acolyte's Armor - +1 Shifter Full Plate Armor

  **Shifter Armor - This armor shifts with the wearer when they change form, such as through Wild Shape or Alternate Form, instead of being melded into their new form. If the base form is proficient with the armor, the new form is, too. (+3 Bonus)

  Acolyte's Shield - +1 Sizing Heavy Steel Shield

  **Sizing - This shield resizes to fit the wielder. (+5000 gp)

  **Engraved - This shield can be used as an unholy symbol of Malar. (+50 gp)

  Periapt of Wisdom +2

  Ring of Protection +2

  +1 Flaming Morningstar

  **Flaming - +1d6 Fire damage on hit

  Belt of Settled Form - Afflicted Lycanthropes wearing this belt may ignore Control Shape checks, as though they were Natural Lycanthropes. They gain no other benefits of Natural Lycanthropes (such as increased DR, or the ability to spread the affliction).

  MW Heavy Crossbow (20 Bolts)

  Wand of Cure Light Wounds (1d6-1 charges remaining)

  Fiendwolf Sorcerer

  Fiendwolf Sorcerer (Human Form)

  Sorcerer 10/Fiendish Werewolf (Afflicted) 6

  Medium Humanoid (Human, Shapechanger, Extraplanar)

  HD: 10d4+20 plus 2d8+8 (63 HP)

  Initiative: +2

  Speed: 30ft (6 squares)

  AC: 20 (+2 DEX, +3 Armor, +3 Natural, +2 Deflection), 14 Touch, 18 Flat-footed

  Base Attack/Grapple: +6/+8

  Attack: +1 Cold Iron Dagger +9 melee (1d4+3, 19-20/x2), or MW Light Crossbow +9 ranged (1d8, 19-20/x2)

  Full Attack: +1 Cold Iron Dagger +9/+4 melee (1d4+3, 19-20/x2), or +9 ranged (1d8, 19-20/x2)

  Space/Reach: 5ft/5ft

  Special Attacks: Smite Good

  Special Qualities: Summon Familiar, Alternate Form, Wolf Empathy, low-light vision, scent, Darkvision 60', DR 10/Magic, Resistance to Cold and Fire 10, Spell Resistance 17

  Saves: Fort +10, Ref +11, Will +11

  Abilities: STR 15, DEX 14, CON 12, INT 16, WIS 13, CHA 20

  Skills: Bluff 18, Concentration 14*, Diplomacy 10, Forgery 8, Hide 6, Knowledge (Arcana) 15, Listen 5, Move Silently 6, Spellcraft 13, Spot 5, Use Magic Device 10

  Feats: Track, Weapon Focus (Bite), Combat Casting, Improved Toughness, Lycan Spell, Eschew Materials

  CR: 14

  Alignment: CE

  LA: +4

  Fiendwolf Sorcerer (Wolf Form)

  Sorcerer 10/Fiendish Werewolf (Afflicted) 6

  Medium Humanoid (Human, Shapechanger, Extraplanar)

  HD: 10d4+20 plus 2d8+8 (63 HP)

  Initiative: +2

  Speed: 50ft (10 squares)

  AC: 23 (+3 Dex, +5 Natural, +3 Armor, +2 Deflection), Touch 15, Flat-footed 20

  Base Attack/Grapple: +6/+9

  Attack: Bite +10 melee (1d6+4)

  Full Attack: Bite +10 melee (1d6+4)

  Space/Reach: 5ft/5ft

  Special Attacks: Smite Good, Trip

  Special Qualities: Summon Familiar, Alternate Form, Wolf Empathy, low-light vision, scent, Darkvision 60', DR 10/Magic, Resistance to Cold and Fire 10, Spell Resistance 17

  Saves: Fort +12, Ref +12, Will +11

  Abilities: STR 17, DEX 16, CON 16, INT 16, WIS 13, CHA 20

  Skills: Bluff 18, Concentration 16*, Diplomacy 10, Forgery 8, Hide 6, Knowledge (Arcana) 15, Listen 5, Move Silently 7, Spellcraft 13, Spot 5, Survival 1**, Use Magic Device 10

  Feats: Track, Weapon Focus (Bite), Combat Casting, Improved Toughness, Lycan Spell, Eschew Materials

  CR: 14

  Alignment: CE

  LA: +4

  Fiendwolf Sorcerer (Hybrid Form)

  Sorcerer 10/Fiendish Werewolf (Afflicted) 6

  Medium Humanoid (Human, Shapechanger, Extraplanar)

  HD: 10d4+20 plus 2d8+8 (63 HP)

  Initiative: +2

  Speed: 30ft (6 squares)

  AC: 23 (+3 Dex, +5 Natural, +3 Armor, +2 Deflection), Touch 15, Flat-footed 20

  Base Attack/Grapple: +6/+9

  Attack: Claw +9 melee (1d4+3) or +1 Cold Iron Dagger +10 melee (1d4+4, 19-20/x2) or MW Light Crossbow +10 ranged (1d8, 19-20/x2)

  Full Attack: 2 Claws +9 melee (1d4+3) and bite +5 melee (1d6+1), or +1 Cold Iron Dagger +10/+5 melee (1d4+4, 19-20/x2) and bite +5 melee (1d6+1), or MW Heavy Crossbow +10 ranged (1d10, 19-20/x2)

  Space/Reach: 5ft/5ft

  Special Attacks: Smite Good

  Special Qualities: Summon Familiar, Alternate Form, DR 5/Silver, Wolf Empathy, low-light vision, scent, Darkvision 60', DR 10/Magic, Resistance to Cold and Fire 10, Spell Resistance 17

  Saves: Fort +12, Ref +12, Will +11

  Abilities: STR 17, DEX 16, CON 16, INT 16, WIS 13, CHA 20

  Skills: Bluff 18, Concentration 16*, Diplomacy 10, Forgery 8, Hide 6, Knowledge (Arcana) 15, Listen 5, Move Silently 7, Spellcraft 13, Spot 5, Survival 1**, Use Magic Device 10

  Feats: Track, Weapon Focus (Bite), Combat Casting, Improved Toughness, Lycan Spell, Eschew Materials

  CR: 14

  Alignment: CE

  LA: +4

  Smite Good (Su): 1/day can make normal melee attack to deal extra damage equal to its HD total (Max +20) against a good foe.

  Alternate Form (Su): A werewolf can assume a bipedal hybrid form or the form of a wolf.

  Trip (Ex): A werewolf in animal form that hits with a bite attack can attempt to trip the opponent (+3 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the werewolf.

  Wolf Empathy (Ex): Communicate with wolves and dire wolves, and +4 racial bonus on Charisma-based checks against wolves and dire wolves.

  Skills:

  *+4 to Concentration checks made to cast spells defensively or while grappling or pinned

  **A werewolf in hybrid or wolf form gains a +4 racial bonus on Survival checks when tracking by scent.

  Spells Per Day / Spells Known (10th level Sorcerer)

  (SC) - Spell Compendium, (BoVD) - Book of Vile Darkness

  0th: 6 / Resistance, Detect Magic, Detect Poison, Daze, Ray of Frost, Touch of Fatigue, Mending, Message, Prestidigitation

  1st: 8 / Magic Missile, Expeditious Retreat, Shield, Ice Dagger (SC), Cause Fear

  2nd: 7 / Scorching Ray, Spider Climb, Mirror Image, Ghoul Touch

  3rd: 7 / Fireball, Dispel Magic, Chain Missile (SC)

  4th: 6 / Black Tentacles, Summon Monster IV

  5th: 4 / Baleful Polymorph

  Gear:

  +1 Cold Iron Dagger

  Robes of the Manhunter - Shiftweave Vest of Resistance +3

  **Shiftweave - Can shift to become one of five outfits on command. Weight does not change. Available outfits: Explorer’s Outfit, Desert Outfit, Scholar's Outfit, Cold Weather Outfit, Oilskin Suit.

  **Vest of Resistance - +3 Resistance bonus to all Saves.

  **+5 Competence bonus to Sense Motive and Gather Information

  Ring of Protection +2

  Bracers of Armor +3

  Amulet of Natural Armor +1

  Cloak of Charisma +4

  Belt of Settled Form - Afflicted Lycanthropes wearing this belt may ignore Control Shape checks, as though they were Natural Lycanthropes. They gain no other benefits of Natural Lycanthropes (such as increased DR, or the ability to spread the affliction).

  Masterwork Light Crossbow (20 bolts)

  Fiendish Tyrannosaurus

  FIENDISH TYRANNOSAURUS

  Huge Magical Beast (Extraplanar)

  Hit Dice: 18d8+99 (180 hp)

  Initiative: +1

  Speed: 40 ft. (8 squares)

  Armor Class: 14 (–2 size, +1 Dex, +5 natural) touch 9, flat-footed 13

  Base Attack/Grapple: +13/+30

  Attack: Bite +20 melee (3d6+13)

  Full Attack: Bite +20 melee (3d6+13)

  Space/Reach: 15 ft./10 ft.

  Special Attacks: Improved grab, swallow whole, Smite Good (1/day)

  Special Qualities: Low-light vision, scent, Darkvision 60', DR 10/Magic, Cold and Fire Resistance 10, SR 23

  Saves: Fort +16, Ref +12, Will +8

  Abilities: Str 28, Dex 12, Con 21, Int 3, Wis 15, Cha 10

  Skills: Hide –2, Listen +14, Spot +14

  Feats: Alertness, Improved Natural Attack (bite), Run, Toughness (3), Track

  Environment: Warm plains

  Organization: Solitary or pair

  Challenge Rating: 10

  Treasure: None

  Alignment: Always neutral

  Advancement: 19–36 HD (Huge); 37–54 HD (Gargantuan)

  Level Adjustment: —

  Despite its enormous size and 6-ton weight, a tyrannosaurus is a swift runner. Its head is nearly 6 feet long, and its teeth are from 3 to 6 inches in length. It is slightly more than 30 feet long from nose to tail.

  Combat

  A tyrannosaurus pursues and eats just about anything it sees. Its tactics are simple—charge in and bite.

  Improved Grab (Ex): To use this ability, a tyrannosaurus must hit an opponent of up to one size smaller with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the foe the following round.

  Swallow Whole (Ex): A tyrannosaurus can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 2d8+8 points of bludgeoning damage and 8 points of acid damage per round from the tyrannosaurus’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 12). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

  A Huge tyrannosaurus’s gizzard can hold 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents.

  Skills: A tyrannosaurus has a +2 racial bonus on Listen and Spot checks.

  Smite Good (Su): Once per day the creature can make a normal melee attack to deal extra damage equal to its HD total (maximum of +20) against a good foe.

  Fiendwolf Warrior

  Fiendwolf Warriors (Human Form)

  Fighter 10/Fiendish Werewolf (Afflicted) 6

  Medium Humanoid (Human, Shapechanger, Extraplanar)

  HD: 10d10+30 plus 2d8+10 (104 HP)

  Initiative: +6

  Speed: 30ft (6 squares)

  AC: 27 (+2 DEX, +4 natural, +6 Shifter's Chain Shirt, +4 Shield, +1 Dodge), 13 Touch, 24 Flat-footed

  Base Attack/Grapple: +11/+14

  Attack: +2 Flaming Longsword +18 melee (1d8+9 plus 1d6 fire, 19-20/x2) or +2 Precise Composite (+3) Longbow +15 ranged (1d8+5, x3)

  Full Attack: +2 Flaming Longsword +18/+13/+8 melee (1d8+9 plus 1d6 fire, 19-20/x2) or +2 Precise Composite (+3) Longbow +15/+10/+5 ranged (1d8+5, x3)

  Space/Reach: 5ft/5ft

  Special Attacks: Smite Good

  Special Qualities: Alternate Form, Wolf Empathy, low-light vision, scent, Darkvision 60', DR 10/Magic, Resistance to Cold and Fire 10, Spell Resistance 17

  Saves: Fort +12, Ref +8, Will +6

  Abilities: STR 17, DEX 14, CON 14, INT 12, WIS 12, CHA 8

  Skills: Climb 6, Handle Animal 4, Hide 7, Intimidate 4, Jump 6, Listen 11, Move Silently 7, Spot 11, Survival 6, Swim 6

  Feats: Track, Weapon Focus (Bite), Improved Initiative, Iron Will, Improved Toughness, Stealthy, Weapon Focus (Longsword), Weapon Specialization (Bite), Weapon Specialization (Longsword), Greater Weapon Focus (Longsword), Greater Weapon Focus (Bite), Dodge

  CR: 14

  Alignment: CE

  LA: +4

  Fiendwolf Warriors (Wolf Form)

  Fighter 10/Fiendish Werewolf (Afflicted) 6

  Medium Humanoid (Human, Shapechanger, Extraplanar)

  HD: 10d10+30 plus 2d8+10 (104 HP)

  Initiative: +8

  Speed: 50ft (10 squares)

  AC: 27 (+4 Dex, +6 Natural, +6 Shifter's Chain Shirt, +1 Dodge), Touch 15, Flat-footed 22

  Base Attack/Grapple: +11/+15

  Attack: Bite +17 melee (1d6+10)

  Full Attack: Bite +17 melee (1d6+10)

  Space/Reach: 5ft/5ft

  Special Attacks: Smite Good, Trip

  Special Qualities: Alternate Form, Wolf Empathy, DR 5/Silver, low-light vision, scent, Darkvision 60', DR 10/Magic, Resistance to Cold and Fire 10, Spell Resistance 17

  Saves: Fort +16, Ref +12, Will +6

  Abilities: STR 19, DEX 18, CON 18, INT 12, WIS 12, CHA 8

  Skills: Climb 9, Handle Animal 4, Hide 9, Intimidate 4, Jump 9, Listen 11, Move Silently 9, Spot 11, Survival 6*, Swim 9

  Feats: Track, Weapon Focus (Bite), Improved Initiative, Iron Will, Improved Toughness, Stealthy, Weapon Focus (Longsword), Weapon Specialization (Bite), Weapon Specialization (Longsword), Greater Weapon Focus (Longsword), Greater Weapon Focus (Bite), Dodge

  CR: 14

  Alignment: CE

  LA: +4

  Fiendwolf Warriors (Hybrid Form)

  Fighter 10/Fiendish Werewolf (Afflicted) 6

  Medium Humanoid (Human, Shapechanger, Extraplanar)

  HD: 10d10+30 plus 2d8+10 (104 HP)

  Initiative: +8

  Speed: 30ft (6 squares)

  AC: 27 (+4 Dex, +6 Natural, +6 Shifter's Chain Shirt, +1 Dodge), Touch 15, Flat-footed 22

  **Enlarged: 25 (+3 Dex, -1 Size, +6 Natural, +6 Shifter's Chain Shirt, +1 Dodge), Touch 13, Flat-footed 20

  Base Attack/Grapple: +11/+14 (+11/+20 enlarged)

  Attack: Claw +15 melee (1d4+4) or +2 Flaming Longsword +19 melee (1d8+8 plus 1d6 fire, 19-20/x2) or +2 Precise Composite (+3) Longbow +17 ranged (1d8+5, x3)

  **Enlarged: Claw +16 melee (1d6+6) or +2 Flaming Longsword +20 melee (2d6+10 plus 1d6 fire, 19-20/x2) or +2 Precise Composite (+3) Longbow +15 ranged (1d8+5, x3)

  Full Attack: 2 Claws +15 melee (1d4+4) and bite +12 melee (1d6+6), or +2 Flaming Longsword +19/+14/+9 melee (1d8+8 plus 1d6 fire, 19-20/x2) and bite +12 melee (1d6+6), or +2 Precise Composite (+3) Longbow +17/+12/+7 ranged (1d8+5, x3)

  **Enlarged: 2 Claws +16 melee (1d6+6) and bite +13 melee (1d8+8), or +2 Flaming Longsword +20/+15/+10 melee (2d6+10 plus 1d6 fire, 19-20/x2) and bite +13 melee (1d8+8), or +2 Precise Composite (+3) Longbow +15/+10/+5 ranged (1d8+5, x3)

  Space/Reach: 5ft/5ft (10ft/10ft Enlarged)

  Special Attacks: Smite Good, Trip

  Special Qualities: Alternate Form, Wolf Empathy, DR 5/Silver low-light vision, scent, Darkvision 60', DR 10/Magic, Resistance to Cold and Fire 10, Spell Resistance 17

  Saves: Fort +16, Ref +12, Will +6

  Abilities: STR 19, DEX 18, CON 18, INT 12, WIS 12, CHA 8

  **Enlarged: STR 23, DEX 16, CON 18, INT 12, WIS 12, CHA 8

  Skills: Climb 8, Handle Animal 4, Hide 8, Intimidate 4, Jump 8, Listen 11, Move Silently 8, Spot 11, Survival 6*, Swim 8

  Feats: Track, Weapon Focus (Bite), Improved Initiative, Iron Will, Improved Toughness, Stealthy, Weapon Focus (Longsword), Weapon Specialization (Bite), Weapon Specialization (Longsword), Greater Weapon Focus (Longsword), Greater Weapon Focus (Bite), Dodge

  CR: 14

  Alignment: CE

  LA: +4

  Smite Good (Su): 1/day can make normal melee attack to deal extra damage equal to its HD total (Max +20) against a good foe.

  Alternate Form (Su): A werewolf can assume a bipedal hybrid form or the form of a wolf.

  Trip (Ex): A werewolf in animal form that hits with a bite attack can attempt to trip the opponent (+4 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the werewolf.

  Wolf Empathy (Ex): Communicate with wolves and dire wolves, and +4 racial bonus on Charisma-based checks against wolves and dire wolves.

  Skills: *A werewolf in hybrid or wolf form gains a +4 racial bonus on Survival checks when tracking by scent.

  Gear:

  Shifter's Chain Shirt - +2 Shifter Chain Shirt

  **Shifter Armor - This armor shifts with the wearer when they change form, such as through Wild Shape or Alternate Form, instead of being melded into their new form. If the base form is proficient with the armor, the new form is, too. (+3 Bonus)

  Amulet of Natural Armor +2 - +2 enhancement to Natural Armor.

  +2 Heavy Steel Shield

  +2 Flaming Longsword

  **Flaming - +1d6 Fire damage

  +2 Precise Composite (+3) Longbow

  **Precise - Shoot into melee without -4 penalty

  Belt of Settled Form - Afflicted Lycanthropes wearing this belt may ignore Control Shape checks, as though they were Natural Lycanthropes. They gain no other benefits of Natural Lycanthropes (such as increased DR, or the ability to spread the affliction).

  Optional Gear: Ring of Growth – 1/day become 1 size category larger for 9 minutes

  Haar Bloodhowl

  Haar Bloodhowl - Bloodthirster of Malar

  Human Form

  Barbarian 14/Half-Fiend Werewolf Lord 13

  Medium Outsider (Native, Human, Shapechanger)

  HD: 14d12+112 plus 6d8+66 (288 hp)

  Initiative: +9

  Speed: 40 ft. (8 squares), Fly 30 ft. (Average)

  AC: 31 (+6 Dex, +2 Natural, +9 armor, +4 deflection), touch 20, flat-footed 25

  BAB/Grapple: +18/+23

  Attack: Claw +23 melee (1d4+5), or Foebreaker +28 melee (4d8+12, 19-20/x3), or Bloodhunter +30 ranged (1d10+10, 30ft increment)

  Full Attack: 2 Claws +23 melee (1d4+5) and Bite +19 melee (1d6+5), or Foebreaker +28/+23/+18/+13 melee (4d8+12, 19-20/x3) and Bite +19 melee (1d6+5), or Bloodhunter +30 ranged (1d10+10, 30ft increment)

  Space/Reach: 5 ft/5 ft

  Special Attacks: Smite Good, Spell-like Abilities

  Special Qualities: Alternate Form, wolf empathy, low-light vision, scent, Resistance to Acid 10, Cold 10, Electricity 10, Fire 10, Darkvision 60', Immunity to Poison, DR 10/Magic, Spell Resistance 30, Fast Movement, Illiteracy, Rage 4/day, Uncanny Dodge, Trap Sense +4, Improved Uncanny Dodge, DR 3/--, Greater Rage, Indomitable Will

  Saves: Fort +30, Ref +22, Will +19

  Abilities: STR 20, DEX 24, CON 24, INT 18, WIS 17, CHA 13

  Skills: Climb +22, Craft (Leatherworking) +15, Intimidate +18, Listen +27, Jump +20, Move Silently +10, Ride +12, Spot +10, Survival +23, Swim +20

  Feats: Iron Will, Alertness, Run, Track, Weapon Focus (Bite), Improved Toughness, Improved Initiative, Monkey Grip, Weapon Focus (Greataxe), Power Attack, Cleave

  Challenge Rating: 21

  Alignment: CE

  Level Adjustment: +7

  Dire Wolf Form

  Favored Soul 10/Half-Fiend Werewolf Lord 13

  Large Outsider (Native, Human, Shapechanger)

  HD: 14d12+112 plus 6d8+66 (288 hp)

  Initiative: +9

  Speed: 60 ft. (12 squares), Fly 30 ft. (Average)

  AC: 31 (+6 Dex, +2 Natural, +9 armor, +4 deflection), touch 20, flat-footed 25

  BAB/Grapple: +18/+34

  Attack: Claw +30 melee (1d6+12)

  Full Attack: 2 Claws +30 melee (1d6+12) and Bite +26 melee (1d8+12)

  Space/Reach: 10 ft/5 ft

  Special Attacks: Curse of Lycanthropy, Trip, Smite Good, Spell-like Abilities

  Special Qualities: Alternate Form, wolf empathy, low-light vision, scent, Resistance to Acid 10, Cold 10, Electricity 10, Fire 10, Darkvision 60', Immunity to Poison, DR 10/Magic, Spell Resistance 30, Fast Movement, Illiteracy, Rage 4/day, Uncanny Dodge, Trap Sense +4, Improved Uncanny Dodge, DR 3/--, Greater Rage, Indomitable Will

  Saves: Fort +33, Ref +24, Will +19

  Abilities: STR 34, DEX 28, CON 30, INT 18, WIS 17, CHA 13

  Skills: Climb +29, Craft (Leatherworking) +15, Intimidate +18, Listen +27, Jump +27, Move Silently +12, Ride +14, Spot +10, Survival +23, Swim +27

  Feats: Iron Will, Alertness, Run, Track, Weapon Focus (Bite), Improved Toughness, Improved Initiative, Monkey Grip, Weapon Focus (Greataxe), Power Attack, Cleave

  Challenge Rating: 21

  Alignment: CE

  Level Adjustment: +7

  Hybrid Form

  Favored Soul 10/Half-Fiend Werewolf Lord 13

  Large Outsider (Native, Human, Shapechanger)

  HD: 14d12+112 plus 6d8+66 (288 hp)

  Initiative: +9

  Speed: 40 ft. (6 squares), Fly 30 ft. (Average)

  AC: 33 (-1 Size, +6 Dex, +5 Natural, +9 armor, +4 deflection), touch 19, flat-footed 28

  BAB/Grapple: +18/+34

  Attack: Claw +30 melee (1d6+12), or Foebreaker +34 melee (5d8+23, 19-20/x3), or Bloodhunter +32 ranged (2d8+17, 30ft increment)

  Full Attack: 2 Claws +30 melee (1d6+12) and Bite +26 melee (1d8+12), or Foebreaker +34/+29/+24/+19 melee (5d8+23, 19-20/x3) and Bite +19 melee (1d6+5), or Bloodhunter +32 ranged (2d8+17, 30ft increment)

  Space/Reach: 10 ft/10 ft

  Special Attacks: Curse of Lycanthropy

  Special Qualities: Alternate Form, wolf empathy, low-light vision, scent, Resistance to Acid 10, Cold 10, Electricity 10, Fire 10, Darkvision 60', Immunity to Poison, DR 10/Magic, Spell Resistance 30, Fast Movement, Illiteracy, Rage 4/day, Uncanny Dodge, Trap Sense +4, Improved Uncanny Dodge, DR 3/--, Greater Rage, Indomitable Will

  Saves: Fort +33, Ref +24, Will +19

  Abilities: STR 34, DEX 28, CON 30, INT 18, WIS 17, CHA 13

  Skills: Climb +29, Craft (Leatherworking) +15, Intimidate +18, Listen +27, Jump +27, Move Silently +12, Ride +14, Spot +10, Survival +23, Swim +27

  Feats: Iron Will, Alertness, Run, Track, Weapon Focus (Bite), Improved Toughness, Improved Initiative, Monkey Grip, Weapon Focus (Greataxe), Power Attack, Cleave

  Challenge Rating: 21

  Alignment: CE

  Level Adjustment: +7

  Smite Good (Su): 1/day can make normal melee attack to deal extra damage equal to its HD total (Max +20) against a good foe.

  Spell-like Abilities (Sp): CL equal to HD, DC is CHA based.

  3/day: Darkness, Poison, Unholy Aura

  1/day: Desecrate, Unholy Blight, Contagion, Blasphemy, Unhallow, Horrid Wilting, Summon Monster IX (fiends only), Destruction

  Alternate Form (Su): A werewolf can assume a bipedal hybrid form or the form of a wolf.

  Trip (Ex): A werewolf in animal form that hits with a bite attack can attempt to trip the opponent (+15 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the werewolf.

  Wolf Empathy (Ex): Communicate with wolves and dire wolves, and +4 racial bonus on Charisma-based checks against wolves and dire wolves.

  Skills: *A werewolf in hybrid or wolf form gains a +4 racial bonus on Survival checks when tracking by scent.

  Fast Movement (Ex) - While wearing Medium armor or less and not carrying a heavy load, +10ft land movement speed.

  Illiteracy - Cannot read.

  Rage (Ex) - A barbarian can fly into a rage a certain number of times per day. In a rage, a barbarian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a –2 penalty to Armor Class. The increase in Constitution increases the barbarian’s hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter.

  A barbarian can fly into a rage only once per encounter. At 1st level he can use his rage ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Entering a rage takes no time itself, but a barbarian can do it only during his action, not in response to someone else’s action.

  Uncanny Dodge (Ex): At 2nd level, a barbarian retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a barbarian already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.

  Trap Sense (Ex): Starting at 3rd level, a barbarian gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise by +1 every three barbarian levels thereafter (6th, 9th, 12th, 15th, and 18th level). Trap sense bonuses gained from multiple classes stack.

  Improved Uncanny Dodge (Ex): At 5th level and higher, a barbarian can no longer be flanked. This defense denies a rogue the ability to sneak attack the barbarian by flanking him, unless the attacker has at least four more rogue levels than the target has barbarian levels. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.

  Damage Reduction (Ex): At 7th level, a barbarian gains Damage Reduction. At 10th level, and every three barbarian levels thereafter (13th, 16th, and 19th level), this damage reduction rises by 1 point.

  Greater Rage (Ex): At 11th level, a barbarian’s bonuses to Strength and Constitution during his rage each increase to +6, and his morale bonus on Will saves increases to +3. The penalty to AC remains at –2.

  Indomitable Will (Ex): While in a rage, a barbarian of 14th level or higher gains a +4 bonus on Will saves to resist enchantment spells. This bonus stacks with all other modifiers, including the morale bonus on Will saves he also receives during his rage.

  Gear:

  Foebreaker - +5 Large Forceful (x2) Sizing Greataxe

  **Forceful (x2) - Increase the damage die for the weapon by 2 steps. (+2 bonus)

  **Sizing - Weapon resizes with wielder. (+5000 gp)

  Bloodhunter - +5 Returning Sizing Harpoon

  **Harpoon - As seen in Stormwrack, page 107.

  **Returning - This weapon returns to the wielder's hand at the start of its next turn (+1 Bonus)

  **Sizing - Weapon resizes with wielder. (+5000 gp)

  Haar's Shirt - +5 Shifter Mithral Chain Shirt of Energy Immunity

  **Shifting - This armor shifts with the wearer when they change form, such as through Wild Shape or Alternate Form, instead of being melded into their new form. If the base form is proficient with the armor, the new form is, too. (+3 Bonus)

  **Energy Immunity - 1/day gain immunity to energy type of your choice for 1 min. (+2 bonus)

  Leggings of Dexterity +4 - +4 Enhancement to DEX.

  Haar's Ring - +4 Deflection bonus to AC. Can switch weapons between one stored in the ring and the one in hand at will, even between attacks.

  Healing Belt - +2 competence bonus on Heal checks. 3 charges, renewed at dawn. 1 charge, heals 2d8 damage. 2 charges, heals 3d8 damage. 3 charges, heals 4d8 damage.

  Cloak of Resistance +2

  Lyndis Blackfang

  Lyndis Blackfang - Wolfmother of Malar

  Human Form

  Cleric 15/Half-Fiend Werewolf Lord 13

  Medium Outsider (Native, Human, Shapechanger)

  HD: 15d8+75 plus 6d8+48 (223 hp)

  Initiative: +7

  Speed: 30 ft. (6 squares), Fly 30 ft. (Average)

  AC: 36 (+1 Dex, +3 Natural, +11 armor, +7 Shield, +5 Deflection), touch 16, flat-footed 35 (+5 vs Ranged attacks)

  BAB/Grapple: +15/+17

  Attack: Claw +17 melee (1d4+2), or Blackfang's Caress +21 melee (1d3+5 plus 1d6 fire or cold plus 1d6 Acid)

  Full Attack: 2 Claws +17 melee (1d4+2) and Bite +13 melee (1d6+2), or Blackfang's Caress +21/+16/+11 melee (1d3+5 plus 1d6 fire or cold plus 1d6 Acid)

  Space/Reach: 5 ft/5 ft

  Special Attacks: Smite Good, Spell-like Abilities

  Special Qualities: Alternate Form, wolf empathy, low-light vision, scent, Resistance to Acid 10, Cold 10, Electricity 10, Fire 10, Darkvision 60', Immunity to Poison, DR 10/Magic, Spell Resistance 31, Rebuke Undead, Chaos Domain, Moon Domain

  Saves: Fort +23, Ref +18, Will +31

  Abilities: STR 14, DEX 16, CON 20, INT 15, WIS 30, CHA 16

  Skills: Concentration +18, Diplomacy +9, Knowledge (Religion) +12, Listen +16, Spellcraft +7, Spot +16, Survival +14

  Feats: Iron Will, Alertness, Run, Track, Weapon Focus (Bite), Improved Toughness, Lycan Spell, Exotic Weapon Proficiency (Whips), Combat Casting, Weapon Focus (Whip), Improved Natural Armor, Improved Initiative

  Challenge Rating: 22

  Alignment: CE

  Level Adjustment: +7

  Dire Wolf Form

  Cleric 15/Half-Fiend Werewolf Lord 13

  Medium Outsider (Native, Human, Shapechanger)

  HD: 15d8+75 plus 6d8+48 (223 hp)

  Initiative: +7

  Speed: 50 ft. (10 squares), Fly 30 ft. (Average)

  AC: 32 (-1 Size, +1 Dex, +6 Natural, +11 armor, +5 Deflection), touch 15, flat-footed 31

  BAB/Grapple: +15/+28

  Attack: Claw +24 melee (1d4+9)

  Full Attack: 2 Claws +24 melee (1d4+9) and Bite +20 melee (1d6+9)

  Space/Reach: 10 ft/5 ft

  Special Attacks: Curse of Lycanthropy, Trip, Smite Good, Spell-like Abilities

  Special Qualities: Alternate Form, wolf empathy, low-light vision, scent, Resistance to Acid 10, Cold 10, Electricity 10, Fire 10, Darkvision 60', Immunity to Poison, DR 10/Magic, Spell Resistance 31, Rebuke Undead, Chaos Domain, Moon Domain

  Saves: Fort +26, Ref +20, Will +31

  Abilities: STR 28, DEX 20, CON 26, INT 15, WIS 30, CHA 16

  Skills: Concentration +21, Diplomacy +9, Knowledge (Religion) +12, Listen +16, Spellcraft +7, Spot +16, Survival +14

  Feats: Iron Will, Alertness, Run, Track, Weapon Focus (Bite), Improved Toughness, Lycan Spell, Exotic Weapon Proficiency (Whips), Combat Casting, Weapon Focus (Whip), Improved Natural Armor, Improved Initiative

  Challenge Rating: 22

  Alignment: CE

  Level Adjustment: +7

  Hybrid Form

  Cleric 15/Half-Fiend Werewolf Lord 13

  Medium Outsider (Native, Human, Shapechanger)

  HD: 15d8+75 plus 6d8+48 (223 hp)

  Initiative: +7

  Speed: 30 ft. (6 squares), Fly 30 ft. (Average)

  AC: 39 (-1 Size, +1 Dex, +6 Natural, +11 armor, +7 Shield, +5 Deflection), touch 15, flat-footed 38 (+5 vs Ranged attacks)

  BAB/Grapple: +15/+28

  Attack: Claw +24 melee (1d4+9), or Blackfang's Caress +28 melee (1d3+12 plus 1d6 fire or cold plus 1d6 Acid)

  Full Attack: 2 Claws +24 melee (1d4+9) and Bite +20 melee (1d6+9), or Blackfang's Caress +28/+23/+18 melee (1d3+12 plus 1d6 fire or cold plus 1d6 Acid) and Bite +20 melee (1d6+9)

  Space/Reach: 10 ft/10 ft

  Special Attacks: Curse of Lycanthropy

  Special Qualities: Alternate Form, wolf empathy, low-light vision, scent, Resistance to Acid 10, Cold 10, Electricity 10, Fire 10, Darkvision 60', Immunity to Poison, DR 10/Magic, Spell Resistance 31, Rebuke Undead, Chaos Domain, Moon Domain

  Saves: Fort +26, Ref +20, Will +31

  Abilities: STR 28, DEX 20, CON 26, INT 15, WIS 30, CHA 16

  Skills: Concentration +21, Diplomacy +9, Knowledge (Religion) +12, Listen +16, Spellcraft +7, Spot +16, Survival +14

  Feats: Iron Will, Alertness, Run, Track, Weapon Focus (Bite), Improved Toughness, Lycan Spell, Exotic Weapon Proficiency (Whips), Combat Casting, Weapon Focus (Whip), Improved Natural Armor, Improved Initiative

  Challenge Rating: 22

  Alignment: CE

  Level Adjustment: +7

  Smite Good (Su): 1/day can make normal melee attack to deal extra damage equal to its HD total (Max +20) against a good foe.

  Spell-like Abilities (Sp): CL equal to HD, DC is CHA based.

  3/day: Darkness, Poison, Unholy Aura

  1/day: Desecrate, Unholy Blight, Contagion, Blasphemy, Unhallow, Horrid Wilting, Summon Monster IX (fiends only), Destruction

  Alternate Form (Su): A werewolf can assume a bipedal hybrid form or the form of a wolf.

  Trip (Ex): A werewolf in animal form that hits with a bite attack can attempt to trip the opponent (+15 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the werewolf.

  Wolf Empathy (Ex): Communicate with wolves and dire wolves, and +4 racial bonus on Charisma-based checks against wolves and dire wolves.

  Skills: *A werewolf in hybrid or wolf form gains a +4 racial bonus on Survival checks when tracking by scent.

  Disease - Lyndis is infected with the Soul Rot disease (BoVD). She casts Suspend Disease on herself each day to prevent herself from suffering the disease's effects.

  Cleric Domains:

  Chaos Domain - Cast Chaos spells at +1 caster level

  1: Protection from Law

  2: Shatter

  3: Magic Circle against Law

  4: Chaos Hammer

  5: Dispel Law

  6: Animate Objects

  7: Word of Chaos

  8: Cloak of Chaos

  9: Summon Monster IX (Chaos only)

  Moon Domain - Turn or destroy Lycanthropes like a good cleric turns undead. Can use this ability a number of times per day equal to 3+CHA.

  1: Faerie Fire

  2: Moonbeam (SC)

  3: Moon Blade (SC)

  4: Fear

  5: Moon Path (SC)

  6: Permanent Image

  7: Insanity

  8: Animal Shapes

  9: Moonfire (SC)

  Spells: (DC 20+Spell Level)

  0th (6 slots): Cure Minor Wounds, Guidance, Mending, Virtue, Create Water, Read Magic

  1st (8+D slots): Cure Light Wounds, Lesser Vigor (SC), Sacrificial Skill (BoVD), Slow Consumption (BoVD), Bless, Suspend Disease (BoVD), Bane, Sanctuary, Faerie Fire(D)

  2nd (8+D slots): Cure Moderate Wounds, Dance of Ruin (BoVD), Deific Vengeance (SC), Hold Person, Spiritual Weapon, Darkbolt, Bull's Strength, Darkness, Moonbeam (SC)

  3rd (7+D slots): Cure Serious Wounds, Bestow Curse, Prayer, Wrack (BoVD), Mass Aid, Bestow Curse, Vigor (SC)

  4th (6+D slots): Revenance (SC), Delay Death (SC), Cure Critical Wounds, Summon Monster IV, Mass Shield of Faith (SC), Moonbolt (SC), Fear(D)

  5th (6+D slots): Mass Cure Light Wounds, Righteous Might, Slay Living, Heartclutch (BoVD), Resonating Resistance (BoVD), Earth Reaver (SC), Dispel Law(D)

  6th (5+D slots): Mass Cure Moderate Wounds, Rejection (SC), Heal, Greater Dispel Magic, Blade Barrier, Animate Objects(D)

  7th (3+D slots): Bestow Greater Curse (BoVD), Mass Cure Serious Wounds, Blood to Water (SC), Insanity(D)

  8th (2+D slots): Heat Drain (SC), Mass Cure Critical Wounds, Cloak of Chaos(D)

  Gear:

  Blackfang's Caress - +3 Water Whip (Magic Item Compendium)

  **Water Whip - Deals lethal damage and can affect armored creatures. If disarmed, whip flows back to hand at the beginning of wielder's next turn, as long as it is within 30'. Deals extra 1d6 Fire or Frost damage on hit.

  **Corrosive - Deals extra 1d6 Acid on hit. (+1 Bonus)

  **Brilliant Energy - Ignores nonliving material. (+4 Bonus)

  **Sizing - Weapon resizes at will (+5000 gp)

  Wolfmother's Armor - +3 Shifter Mithral Full Plate of Heavy Fortification

  **Heavy Fortification - Ignores all critical hits, sneak attacks.

  **Shifter - This armor shifts with the wearer when they change form, such as through Wild Shape or Alternate Form, instead of being melded into their new form. If the base form is proficient with the armor, the new form is, too. (+3 Bonus)

  Alpha's Shield - +5 Called Aporter Sizing Heavy Darkwood Shield

  **Called - As long as on the same plane, can call it to your arm with a command word. (+2000 gp)

  **Aporter - 2/day Dimension door up to 800 feet. (+20000 gp)

  **Sizing - Weapon resizes at will (+5000 gp)

  Lesser Crystal of Arrow Deflection - +5 bonus to AC vs ranged attacks.

  Periapt of Wisdom +6

  Vest of Resistance +5

  Belt of Priestly Might

  Ring of Protection +5

  Ring of Telekinesis

  Helm of Teleportation

  Greater Horn of Blasting

  Golem Manual (Greater Stone Golem)

  Wand of Cure Moderate Wounds - 50 charges

  Scroll of Finger of Death

  369 GP

  Rena Darkmoon

  Rena Darkmoon, Wolfchylde of Malar

  Human Form

  Favored Soul 10/Half-Fiend Werewolf Lord 13

  Medium Outsider (Native, Human, Shapechanger)

  HD: 10d8+40 plus 6d8+42 (157 hp)

  Initiative: +2

  Speed: 30 ft. (6 squares), Fly 30 ft. (Average)

  AC: 21 (+2 Dex, +2 Natural, +7 armor), touch 12, flat-footed 19

  BAB/Grapple: +7/+11

  Attack: Claw +12 melee (1d4+4 plus 1 vile), or Malar's Fang +13 melee (1d8+8, 19-20/x3 or 1d6+6, 19-20/x2), or +2 sizing Javelin +13 ranged (1d6+4, 30ft)

  Full Attack: 2 Claws +12 melee (1d4+4 plus 1 vile) and Bite +9 melee (1d6+4 plus 1 vile), or Malar's Fang +13/+8 melee (1d8+8, 19-20/x3 or 1d6+6, 19-20/x2) and Bite +9 melee (1d6+4 plus 1 vile), or +2 sizing Javelin +13 ranged (1d6+4, 30ft)

  Space/Reach: 5 ft/5 ft

  Special Attacks: Smite Good, Spell-like Abilities

  Special Qualities: Alternate Form, wolf empathy, low-light vision, scent, Resistance to Acid 10, Cold 10, Electricity 10, Fire 10, Darkvision 60', Immunity to Poison, DR 10/Magic, Spell Resistance 28

  Saves: Fort +15, Ref +16, Will +22

  Abilities: STR 19, DEX 18, CON 17, INT 15, WIS 24, CHA 24

  Skills: Concentration +14, Diplomacy +18, Heal +18, Hide +8, Jump +7, Knowledge (Arcana) +7, Listen +14, Move Silently +6, Sense Motive +18, Spellcraft +12, Spot +14, Survival +9

  Feats: Iron Will, Alertness, Run, Track, Weapon Focus (Bite), Weapon Focus (Claws), Improved Toughness, Lycan Spell, Vile Natural Attacks, Multiattack, Combat Casting

  Challenge Rating: 19

  Alignment: CE

  Level Adjustment: +7

  Dire Wolf Form

  Favored Soul 10/Half-Fiend Werewolf Lord 13

  Large Outsider (Native, Human, Shapechanger)

  HD: 10d8 plus 6d8 (157 hp)

  Initiative: +2

  Speed: 50 ft. (10 squares), Fly 30 ft. (Average)

  AC: 25 (+4 Dex, -1 Size, +5 Natural, +7 armor), touch 13, flat-footed 22

  BAB/Grapple: +7/+26

  Attack: Claw +18 melee (1d6+11 plus 1 vile), or Bite +16 (1d8+11 plus 1 vile)

  Full Attack: 2 Claws +18 melee (1d6+11 plus 1 vile) and Bite +16 melee (1d8+11 plus 1 vile)

  Space/Reach: 10 ft/5 ft

  Special Attacks: Curse of Lycanthropy, Trip, Smite Good, Spell-like Abilities

  Special Qualities: Alternate Form, wolf empathy, DR 10/Silver, low-light vision, scent, Resistance to Acid 10, Cold 10, Electricity 10, Fire 10, Darkvision 60', Immunity to Poison, DR 10/Magic, Spell Resistance 28

  Saves: Fort +18, Ref +18, Will +22

  Abilities: STR 33, DEX 22, CON 23, INT 11, WIS 24, CHA 24

  Skills: Concentration +17, Diplomacy +18, Heal +18, Hide +6, Jump +14, Knowledge (Arcana) +7, Listen +14, Move Silently +8, Sense Motive +18, Spellcraft +12, Spot +14, Survival +9

  Feats: Iron Will, Alertness, Run, Track, Weapon Focus (Bite), Weapon Focus (Claws), Improved Toughness, Lycan Spell, Vile Natural Attack, Multiattack, Combat Casting

  Challenge Rating: 19

  Alignment: CE

  Level Adjustment: +7

  Hybrid Form

  Favored Soul 10/Half-Fiend Werewolf Lord 13

  Large Outsider (Native, Human, Shapechanger)

  HD: 10d8 plus 6d8 (157 hp)

  Initiative: +2

  Speed: 30 ft. (6 squares), Fly 30 ft. (Average)

  AC: 25 (+4 Dex, -1 Size, +5 Natural, +7 Armor), touch 13, flat-footed 22

  BAB/Grapple: +7/+26

  Attack: Claw +18 melee (1d6+11 plus 1 vile), or Malar's Fang +20 melee (2d6+16, 19-20/x3 or 1d8+11, 19-20/x2), or +2 sizing Javelin +14 ranged (1d8+11, 30ft)

  Full Attack: 2 Claws +18 melee (1d6+11 plus 1 vile) and Bite +16 melee (1d8+11 plus 1 vile), or Malar's Fang +20/+15 melee (2d6+16, 19-20/x3 or 1d8+11, 19-20/x2) and Bite +16 melee (1d8+11 plus 1 vile), or +2 sizing Javelin +14 ranged (1d8+11, 30ft)

  Space/Reach: 10 ft/10 ft

  Special Attacks: Curse of Lycanthropy

  Special Qualities: Alternate Form, wolf empathy, DR 10/Silver, low-light vision, scent, Resistance to Acid 10, Cold 10, Electricity 10, Fire 10, Darkvision 60', Immunity to Poison, DR 10/Magic, Spell Resistance 28

  Saves: Fort +18, Ref +18, Will +22

  Abilities: STR 33, DEX 22, CON 23, INT 11, WIS 24, CHA 24

  Skills: Concentration +17, Diplomacy +18, Heal +18, Hide +6, Jump +14, Knowledge (Arcana) +7, Listen +14, Move Silently +8, Sense Motive +18, Spellcraft +12, Spot +14, Survival +9

  Feats: Iron Will, Alertness, Run, Track, Weapon Focus (Bite), Weapon Focus (Claws), Improved Toughness, Lycan Spell, Vile Natural Attack, Multiattack, Combat Casting

  Challenge Rating: 19

  Alignment: CE

  Level Adjustment: +7

  Smite Good (Su): 1/day can make normal melee attack to deal extra damage equal to its HD total (Max +20) against a good foe.

  Spell-like Abilities (Sp): CL equal to HD, DC is CHA based.

  3/day: Darkness, Poison (Fort DC 21), Unholy Aura

  1/day: Desecrate, Unholy Blight (Will DC 22), Contagion (Fort DC 21), Blasphemy (Will DC 25), Unhallow

  Alternate Form (Su): A werewolf can assume a bipedal hybrid form or the form of a wolf.

  Trip (Ex): A werewolf in animal form that hits with a bite attack can attempt to trip the opponent (+15 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the werewolf.

  Wolf Empathy (Ex): Communicate with wolves and dire wolves, and +4 racial bonus on Charisma-based checks against wolves and dire wolves.

  Skills: *A werewolf in hybrid or wolf form gains a +4 racial bonus on Survival checks when tracking by scent.

  Spells:

  0th (6 slots): Cure Minor Wounds, Inflict Minor Wounds, Guidance, Mending, No Light (BoVD), Resistance, Virtue, Create Water, Read Magic

  1st (8 slots): Cure Light Wounds, Inflict Light Wounds, Lesser Vigor (SC), Sacrificial Skill (BoVD), Slow Consumption (BoVD), Bless

  2nd (8 slots): Cure Moderate Wounds, Inflict Moderate Wounds, Dance of Ruin (BoVD), Deific Vengeance (SC), Hold Person, Spiritual Weapon

  3rd (8 slots): Cure Serious Wounds, Bestow Curse, Prayer, Wrack (BoVD), Inflict Serious Wounds

  4th (6 slots): Revenance (SC), Delay Death (SC), Cure Critical Wounds, Summon Monster IV

  5th (4 slots): Mass Cure Light Wounds, Righteous Might, Slay Living

  Gear:

  Darkmoon's Hauberk - +2 Shifter Blueshine Mithral Chainmail

  **Shifter Armor - This armor shifts with the wearer when they change form, such as through Wild Shape or Alternate Form, instead of being melded into their new form. If the base form is proficient with the armor, the new form is, too. (+3 Bonus)

  **Blueshine - Armor does not tarnish and is immune to acid or rusting effects. +2 Competence bonus to Hide. (+1500 gp)

  **Mithral - Arcane Spell Failure -10%, Max Dex +2, ACP reduced by 3. (+4000 gp)

  Malar's Fang - +2 Changeling Sizing Keen Fleshgrinding Spear

  **Changeling - 1/round, change weapon into spear, shortspear, or longspear. (+2000 gp)

  **Sizing - This weapon resizes to fit the wielder. (+5000gp)

  **Keen - The threat range for this weapon is doubled (+1 bonus)

  **Fleshgrinding - On a hit, can command weapon to 'grind' as free action. Each round, deal damage as if wielder dealt a successful hit. DC 20 STR check to remove weapon. Weapon grinds for up to 5 rounds. (+2 bonus)

  +2 Sizing Javelin - +2 Enhancement to attacks and Damage rolls.

  **Sizing - This weapon resizes to fit the wielder. (+5000gp)

  Cloak of Charisma +6 - +6 Enhancement to CHA

  Periapt of Wisdom +6 - +6 Enhancement to WIS

  Ring of Recall - 1/day Word of Recall

  Potion of Cure Serious Wounds x2 - Heal 3d8+5 hp.

  Shadowfiend of Malar

  Shadowfiend of Malar (Human Form)

  Ninja 10 / Fiendish Wereviper (Natural) 6

  Medium Humanoid (Shapechanger, Extraplanar)

  HD: 10d6+20 plus 3d8+6 (76 HP)

  Initiative: +8

  Speed: 30ft (6 squares)

  AC: 24 (+4 DEX, +6 Insight, +2 Natural, +2 Deflection), 22 touch, 20 flat-footed

  Base Attack/Grapple: +7/+8

  Attack: +13 melee (Stalker's Blade, 1d4+3 plus 1 Vile, 15-20/x2) or +13 ranged touch (Shadow Shuriken, 1d2+1, x2)

  Full Attack: +13/+8 melee (Stalker's Blade, 1d4+3 plus 1 Vile, 15-20/x2) or +13/+8 ranged touch (Shadow Shuriken, 1d2+1, x2)

  Space/Reach: 5ft/5ft

  Special Attacks: Smite Good

  Special Qualities: Alternate Form, Snake Empathy, low-light vision, scent, Darkvision 60', DR 10/Magic, Resistance to Cold and Fire 10, Spell Resistance 18, AC Bonus, Ki Power (9 uses), Sudden Strike +5d6, Trapfinding, Ghost Step, Poison Use, Great Leap, Acrobatics +2, Ki Dodge, Speed Climb, Ghost Strike, Improved Poison Use

  Saves: Fort +5, Ref +11, Will +7(+9)

  Abilities: STR 12, DEX 18, CON 14, INT 11, WIS 18, CHA 10

  Skills: Balance 12, Bluff 8, Climb 8, Disable Device 5, Disguise 5, Escape Artist 10, Hide 16, Jump 12, Listen 10, Move Silently 16, Open Lock 5, Search 5, Sense Motive 9, Sleight of Hand 9, Spot 10, Tumble 12

  Feats: Improved Initiative, Weapon Finesse, Combat Reflexes, Ability Focus (Poison), Improved Natural Attack (Bite), Poison Resistance, Poison Immunity

  Alignment: CE

  LA: +5

  CR: 15

  Shadowfiend of Malar (Viper Form)

  Ninja 10 / Fiendish Wereviper (Natural) 6

  Large Humanoid (Shapechanger, Extraplanar)

  HD: 10d6+20 plus 3d8+6 (76 HP)

  Initiative: +8

  Speed: 30ft (6 squares)

  AC: 25 (+7 DEX, -1 Size, +3 Natural, +6 Insight), 22 touch, 18 flat-footed

  Base Attack/Grapple: +7/+8

  Attack: +13 melee Bite (1d6+2 plus poison)

  Full Attack: +13 melee Bite (1d6+2 plus poison)

  Space/Reach: 5ft/5ft

  Special Attacks: Smite Good

  Special Qualities: Alternate Form, Snake Empathy, low-light vision, scent, Darkvision 60', DR 10/Magic, Resistance to Cold and Fire 10, Spell Resistance 18, AC Bonus, Ki Power (9 uses), Sudden Strike +5d6, Trapfinding, Ghost Step, Poison Use, Great Leap, Acrobatics +2, Ki Dodge, Speed Climb, Ghost Strike, Improved Poison Use

  Saves: Fort +5, Ref +14, Will +7(+9)

  Abilities: STR 12, DEX 24, CON 14, INT 11, WIS 18, CHA 10

  Skills: Balance 15, Bluff 8, Climb 8, Disable Device 5, Disguise 5, Escape Artist 13, Hide 19, Jump 12, Listen 10, Move Silently 19, Open Lock 8, Search 5, Sense Motive 9, Sleight of Hand 12, Spot 10, Tumble 15

  Feats: Improved Initiative, Weapon Finesse, Combat Reflexes, Ability Focus (Poison), Improved Natural Attack (Bite), Poison Resistance, Poison Immunity

  Alignment: CE

  LA: +5

  CR 15

  Shadowfiend of Malar (Hybrid Form)

  Ninja 10 / Fiendish Wereviper (Natural) 6

  Large Humanoid (Shapechanger, Extraplanar)

  HD: 10d6+20 plus 3d8+6 (76 HP)

  Initiative: +8

  Speed: 30ft (6 squares)

  AC: 24 (+7 DEX, -1 Size, +6 Insight, +2 Deflection), 24 touch, 17 flat-footed

  Base Attack/Grapple: +7/+8

  Attack: +15 melee (Stalker's Blade, 1d6+3 plus 1 Vile, 15-20/x2), or +13 melee Claw (1d6+1), or +14 ranged touch (Shadow Shuriken, 1d2+1, x2)

  Full Attack: +15/+10 melee (Stalker's Blade, 1d6+3 plus 1 Vile, 15-20/x2) and +8 melee Bite (2d6 plus poison), or +13 melee 2 claws (1d6+1) and +8 Bite (2d6 plus poison), or +13/+8 ranged touch (Shadow Shuriken, 1d2+1, x2)

  Space/Reach: 5ft/5ft

  Special Attacks: Smite Good

  Special Qualities: Alternate Form, Snake Empathy, low-light vision, scent, Darkvision 60', DR 10/Magic, Resistance to Cold and Fire 10, Spell Resistance 18, AC Bonus, Ki Power (9 uses), Sudden Strike +5d6, Trapfinding, Ghost Step, Poison Use, Great Leap, Acrobatics +2, Ki Dodge, Speed Climb, Ghost Strike, Improved Poison Use

  Saves: Fort +5, Ref +14, Will +7(+9)

  Abilities: STR 12, DEX 24, CON 14, INT 11, WIS 18, CHA 10

  Skills: Balance 15, Bluff 8, Climb 8, Disable Device 5, Disguise 5, Escape Artist 13, Hide 19, Jump 12, Listen 10, Move Silently 19, Open Lock 8, Search 5, Sense Motive 9, Sleight of Hand 12, Spot 10, Tumble 15

  Feats: Improved Initiative, Weapon Finesse, Combat Reflexes, Ability Focus (Poison), Improved Natural Attack (Bite), Poison Resistance, Poison Immunity

  Alignment: CE

  LA: +5

  CR: 15

  Smite Good (Su): 1/day can make normal melee attack to deal extra damage equal to its HD total (Max +20) against a good foe.

  Alternate Form (Su): A wereviper can assume a serpentine hybrid form or the form of a viper.

  Curse of Lycanthropy (Su): Any humanoid or giant hit by a wereviper’s bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.

  Poison (Ex): A wereviper in animal or hybrid form has a poisonous bite that deals initial and secondary damage of 1d6 CON (Fort DC 15 to resist).

  Snake Empathy (Ex): Communicate with Snakes and dire snakes, and +4 racial bonus on Charisma-based checks against snakes and dire snakes.

  AC Bonus (Ex): When unarmored and unencumbered, a ninja adds their WIS (if any) to AC. This bonus increases by 1 for every five ninja levels (+1 at 5th, +2 at 10th, etc.). These bonuses to AC apply even against touch attacks and when flat-footed. The character loses these bonuses when they are immobilized or helpless, when they wear any armor, when they carry a shield, or when they carry a medium or heavy load.

  Ki Power (Su): A ninja can channel ki to special powers of stealth and mobility a number of times per day equal to 1/2 her class level (min 1) plus her WIS bonus (if any). Ki powers can only be used while wearing no armor and unencumbered. As long as they have at least one daily use remaining, they gain +2 bonus to Will saves.

  Sudden Strike (Ex): Whenever a ninja's target is denied a DEX bonus to AC (whether they have one or not), deal an extra 5d6 points of damage with the attack. Can't be used to deal nonlethal damage. Stacks with sneak attack when both apply.

  Trapfinding (Ex): Can use Search skill to locate traps with a DC higher than 20, and can use Disable Device to bypass a trap or disarm magic traps.

  Ghost Step (Su): Can spend 1 daily use of ki power to become invisible for 1 round. This is a swift action that does not provoke Attacks of Opportunity. At 10th level, a ninja can become ethereal when using ghost step instead of invisible.

  Poison Use (Ex): A ninja never risks accidentally poisoning themselves when applying poison to a weapon.

  Great Leap (Su): A ninja always makes Jump checks as if running and had Run feat, enabling them to make long jumps without a running start, and gaining +4 on the jump. This ability can only be used while wearing no armor and carrying no more than a light load.

  Acrobatics (Ex): +2 Bonus on Climb, Jump, and Tumble checks.

  Ki Dodge (Su): Can spend 1 daily use of ki power to gain concealment (20% miss chance) against all attacks for 1 round. Using this ability is a swift action that does not provoke AoOs. See Invisibility has no effect on this concealment, but True Seeing negates miss chance. Does not stack with other effects such as blink or displacement.

  Speed Climb (Ex): Can climb at move speed as move action with no penalty, but must begin and end movement on horizontal surface. If they do not end their movement on a horizontal surface, they fall. Only needs one hand to use this ability. This ability can only be used when wearing no armor and unencumbered.

  Ghost Strike (Su): Can spend 1 daily use of ki power to strike incorporeal and ethereal creatures as if corporeal. Can also use this ability to strike foes on the Material Plane normally while ethereal. This is a move action that does not provoke AoOs, it affects the next attack made by the ninja, as long as that attack is made before the end of their next turn.

  Improved Poison Use (Ex): A ninja can apply poison to a weapon as a move action.

  Gear:

  Stalker's Blade - +2 Cunning Distracting Keen Sizing Toxic Kukri

  **Distracting - When wielded, this weapon leaves afterimages of its passing, creating a confusing pattern of optical effects. The weapon's target is denied their DEX bonus to AC against the wielder unless they have blindsense, blindsight, the Blind-Fight feat, or the effects of true seeing or similar abilities. (+3 bonus)

  **Keen - Threat range is doubled (+1 bonus)

  **Sizing - This weapon resizes to fit the wielder. (+5000gp)

  **Toxic - When you apply contact or injury poison to a toxic weapon, the weapon retains its potency after two successful hits instead of just one. (+1 bonus)

  Shadow Shuriken (x2) - +1 Returning Shadow Energy Shuriken

  **Returning - Returns to square it was thrown from next round, catch as free action. (+1 bonus)

  **Shadow Energy - As Brilliant Energy, but shadow. (+4 Bonus)

  Slippers of Spider Climbing

  Spellcharm of Charm Immunity - Single-use, triggered when wearer would save against a Charm Person or Charm Monster effect. Activates Spell Immunity, as if cast by an 8th level cleric, making the wearer immune to both spells for the next 80 minutes.

  Ring of Protection +2

  Vile Weapon Ring - All melee attacks deal 1 extra Vile damage

  Huge Scorpion Poison x2 - Injury DC 26, 1d8 STR primary, 1d8 STR secondary

  Bebilith Venom x2 - Injury DC 20, 1d6 CON primary, 2d6 CON secondary

  Smoke Bomb x5 - Creates a 10' radius of thick smoke which dissipates in 1 round.

  Potion of Cure Moderate Wounds x3

  Wolflord of Malar

  Wolflord of Malar, Human Form

  Fighter 10/Werewolf Lord 6

  Medium Humanoid (Human, Shapechanger)

  HD: 10d10+20 plus 6d8+30 (132 HP)

  Initiative: +2

  Speed: 30ft (6 squares)

  AC: 28 (+2 DEX, +4 natural, +1 deflection, +6 Shifter's Armor, +5 Shifter's Shield), touch 13, flat-footed 26

  Base Attack/Grapple: +14/+18

  Attack: Malarite's Blade +21 melee (1d10+8/17-20) or masterwork composite longbow (+4 Str bonus) (2d8+15/17-20) +17 ranged (1d8+4/×3)

  Full Attack: Malarite's Blade +21/+16/+11 melee (1d10+8/17-20) or masterwork composite longbow (+4 Str bonus) +17/+12/+7ranged (1d8+4/×3)

  Space/Reach: 5ft/5ft

  Special Attacks:

  Special Qualities: Alternate Form, Wolf Empathy, low-light vision, scent

  Saves: Fort +16, Ref +12, Will +13

  Abilities: STR 18, DEX 14, CON 14, INT 10, WIS 12, CHA 12

  Skills: Handle Animal +4, Hide +6, Listen +9, Move Silently +8, Spot +13, Survival +5

  Feats: Alertness, Cleave, Combat Reflexes, Exotic Weapon Proficiency (bastard Sword), Improved Critical (bastard sword), Improved Critical (bite), Improved Natural Armor, Improved Natural Attack (bite), Iron Will, Power Attack, Run, Stealthy, Track, Weapon Focus (bastard sword), Weapon Focus (bite), Weapon Specialization (bastard sword)

  CR: 14

  Alignment: CE

  LA: +3

  Wolflord of Malar, Dire Wolf Form

  Fighter 10/Werewolf Lord 6

  Medium Humanoid (Human, Shapechanger)

  HD: 10d10+20 plus 6d8+30 (132 HP)

  Initiative: +4

  Speed: 30ft (6 squares)

  AC: 21 (-1 size, +4 DEX, +7 natural, +1 deflection), touch 14, flat-footed 17

  Base Attack/Grapple: +14/+29

  Attack: Bite +25 melee (2d6+16/19-20)

  Full Attack: Bite +25 melee (2d6+16/19-20)

  Space/Reach: 10ft/5ft

  Special Attacks: Curse of Lycanthropy

  Special Qualities: Alternate Form, Wolf Empathy, low-light vision, scent

  Saves: Fort +17, Ref +12, Will +11

  Abilities: STR 32, DEX 18, CON 20, INT 10, WIS 12, CHA 12

  Skills: Handle Animal +4, Hide +6, Listen +9, Move Silently +8, Spot +13, Survival +5

  Feats: Alertness, Cleave, Combat Reflexes, Exotic Weapon Proficiency (bastard Sword), Improved Critical (bastard sword), Improved Critical (bite), Improved Natural Armor, Improved Natural Attack (bite), Iron Will, Power Attack, Run, Stealthy, Track, Weapon Focus (bastard sword), Weapon Focus (bite), Weapon Specialization (bastard sword)

  CR: 14

  Alignment: CE

  LA: +3

  Wolflord of Malar, Hybrid Form

  Fighter 10/Werewolf Lord 6

  Medium Humanoid (Human, Shapechanger)

  HD: 10d10+20 plus 6d8+30 (132 HP)

  Initiative: +4

  Speed: 30ft (6 squares)

  AC: 32 (-1 size, +4 DEX, +7 natural, +1 deflection, +6 Shifter's Armor, +5 Shifter's Shield), touch 14, flat-footed 30

  Base Attack/Grapple: +14/+27

  Attack: Claw +24 melee (1d6+11) or Malarite's Blade +27 melee (2d8+15/17-20)

  Full Attack: 2 claws +24 melee (1d6+11) and bite +20 melee (2d6+5/19-20); or +2 bastard sword +27/+22/+17 melee (2d8+15/17-20) and bite +20 melee (2d6+5/19-20)

  Space/Reach: 10ft/10ft

  Special Attacks: Curse of Lycanthropy

  Special Qualities: Alternate Form, Wolf Empathy, low-light vision, scent

  Saves: Fort +17, Ref +12, Will +11

  Abilities: Str 32, Dex 18, Con 20 Int 10, Wis 12, Cha 12

  Skills: Handle Animal +4, Hide +6, Listen +9, Move Silently +8, Spot +13, Survival +5

  Feats: Alertness, Cleave, Combat Reflexes, Exotic Weapon Proficiency (bastard Sword), Improved Critical (bastard sword), Improved Critical (bite), Improved Natural Armor, Improved Natural Attack (bite), Iron Will, Power Attack, Run, Stealthy, Track, Weapon Focus (bastard sword), Weapon Focus (bite), Weapon Specialization (bastard sword)

  CR: 14

  Alignment: CE

  LA: +3

  Stronger, hardier, and more deadly than its lesser fellows, the werewolf lord is a murderous beast that delights in wreaking havoc.

  The werewolf lord presented here is a 10th-level human fighter and natural lycanthrope, using the following base ability scores: Str 16, Dex 14, Con 14, Int 10, Wis 10, Cha 12.

  COMBAT

  Werewolf lords can assume a hybrid form as well as an animal form. In dire wolf form, they can trip just as normal wolves do. In hybrid form, they can wield weapons or fight with their claws.

  Alternate Form (Su): A werewolf lord can assume a bipedal hybrid form or the form of a dire wolf.

  Curse of Lycanthropy (Su): Any humanoid or giant hit by a werewolf lord’s bite attack in wolf or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.

  Trip (Ex): A werewolf lord in dire wolf form that hits with a bite attack can attempt to trip the opponent (+15 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the werewolf lord.

  Wolf Empathy (Ex): Communicate with wolves and dire wolves, and +4 racial bonus on Charisma-based checks against wolves and dire wolves.

  Skills: *A werewolf lord in hybrid or wolf form gains a +4 racial bonus on Survival checks when tracking by scent.

  Possessions:

  Shifter's Shirt - +2 Shifter Mithral Chain Shirt

  **Shifter Armor - This armor shifts with the wearer when they change form, such as through Wild Shape or Alternate Form, instead of being melded into their new form. If the base form is proficient with the armor, the new form is, too. (+3 Bonus)

  Shifter's Shield - +3 Sizing heavy shield

  **Sizing - This shield resizes to fit the wielder. (+5000gp)

  Malarite's Blade - +2 Sizing Bastard Sword

  **Sizing - This weapon resizes to fit the wielder. (+5000gp)

  Gauntlets of Ogre Power

  Cloak of Resistance +2

  Ring of Protection +1

  Ring of the Hunter - +1 Enhancement to Natural Armor, Invisible to Darkvision

  Masterwork Composite Longbow (+4 Str bonus)

  20 Bolts

  Waterskin

  Trail Rations (7 days)

  Wraith of Woe

  The Wraith of Woe

  Dread Wraith / Ephereal Exemplar 3 (LM)

  Large Undead (Incorporeal)

  Hit Dice: 16d12 (126 hp)

  Initiative: +15

  Speed: Fly 60 ft. (good) (12 squares)

  Armor Class: 33 (–1 size, +11 Dex, +13 deflection), touch 33, flat-footed 22

  Base Attack/Grapple: +9/—

  Attack: Incorporeal touch +20 melee (2d6 plus 1d8 Constitution drain)

  Full Attack: Incorporeal touch +20 melee (2d6 plus 1d8 Constitution drain)

  Space/Reach: 10 ft./10 ft.

  Special Attacks: Constitution drain, create spawn

  Special Qualities: Darkvision 60 ft., daylight powerlessness, incorporeal traits, lifesense 60 ft., undead traits, unnatural aura, Improved Deflection, Turn Resistance +3, Enhanced Spawn, Positive Energy Resistance 10

  Saves: Fort +6, Ref +17, Will +19

  Abilities: Str —, Dex 33, Con —, Int 20, Wis 23, Cha 31

  Skills: Diplomacy +16, Hide +31, Intimidate +33, Knowledge (religion) +28, Listen +31, Search +28, Sense Motive +29, Spot +29, Survival +8 (+10 following tracks)

  Feats: Alertness, Blind-Fight, Combat Reflexes, Dodge, Improved Initiative, Improved Natural Attack (incorporeal touch), Mobility, Spring Attack, Ghostly Grasp (LM), Positive Energy Resistance (LM)

  Challenge Rating: 14

  Alignment: Lawful Evil

  Wraiths are incorporeal creatures born of evil and darkness.

  In some cases, the grim silhouette of a wraith might appear armored or outfitted with weapons. This appearance does not affect the creature’s AC or combat abilities but only reflects the shape it had in life.

  A wraith is about as tall as a human, while a dread wraith is roughly the size of an ogre. Since both are incorporeal, they are weightless.

  Wraiths speak Common and Infernal.

  COMBAT

  Both the wraith and the dread wraith share the following abilities.

  Unnatural Aura (Su): Animals, whether wild or domesticated, can sense the unnatural presence of a wraith at a distance of 30 feet. They will not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range.

  Daylight Powerlessness (Ex): Wraiths are utterly powerless in natural sunlight (not merely a daylight spell) and flee from it.

  DREAD WRAITH

  The oldest and most malevolent wraiths lurk in the depths of forgotten temples and other forsaken places. They can sense the approach of living creatures, and hunger for them. Despite its size, the dread wraith possesses unearthly quickness, and makes use of its Spring Attack feat and natural reach to strike with deadly effect and melt back into the shadows - or the walls.

  Lifesense (Su): A dread wraith notices and locates living creatures within 60 feet, just as if it possessed the blindsight ability. It also senses the strength of their life force automatically, as if it had cast deathwatch.

  Constitution Drain (Su): Living creatures hit by a dread wraith’s incorporeal touch attack must succeed on a DC 28 Fortitude save or take 1d8 points of Constitution drain. The save DC is Charisma-based. On each such successful attack, the dread wraith gains 5 temporary hit points.

  Create Spawn (Su): Any humanoid slain by a dread wraith becomes a wraith in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed. Spawn are under the command of the wraith that created them and remain enslaved until its death. They do not possess any of the abilities they had in life.

  Improved Deflection (Su): An ephemeral exemplar adds its class level to its deflection bonus to AC.

  Turn Resistance (Ex): An ephemeral exemplar adds its class level to its turn resistance.

  Enhanced Spawn (Su): Any spawn created by an ephemeral exemplar of 2nd level or higher gains a +4 enhancement bonus to its Dexterity score. If the exemplar is destroyed, the spawn loses this bonus.

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