Werewolf (humanoid form)
Humanoid form
STR 105
CON 65
SIZ 55
DEX 65
INT 20
POW 65
Hitpoints: 12
Damage Bonus: 1d4
Build: 1
Magicpoints: 13
Move: 12
Abilities
Fighting attacks: Biting, clawing and mauling. If target’s skin broken by a Bite, the victim transforms into a werewolf at the next full moon.
Regeneration: In bestial form the werewolf is notoriously resistant to injury, regenerating 1 hit point every round. Scars and welts of such damage may remain after the ravener reassumes human form. Such healing is weakening, often forcing the shape-changer to spend days in bed.
Immunity: Werewolves are immune to most weapons, however they can be damaged or killed by fire or by silver weapons. Its fur set afire, the werewolf loses hit points faster than it can regenerate. Silver, the lunar metal, is poisonous to the werewolf. If the werewolf receives a major wound (half its hit point total or above in one wound) from a weapon made of silver the werewolf will die. If it takes a less than major wound from a silver weapon the werewolf may not regenerate hit points so lost.
Attacks
Attacks Per Round: 2
Armor: While in wolf or man-beast form, 1-point hide plus regeneration of 1 hit point per round.
Dodge: 32
Fighting: 50%
damage: 1d8 + damage bonus
Armor: While in wolf or man-beast form, 1-point hide plus regeneration of 1 hit point per round.
Sanity Loss: 0/1D8 Sanity points to see a werewolf. 0/1D3 to see one change shape.