Lupusfiend

fiend (shapechanger) · CR 6 · from Book of Beasts I · by Robert J. Hall
Lupusfiend
StatisticValue
Size/TypeLarge Outsider
Hit Dice6d8+18 (45 hp)
Initiative+5
Speed40 ft. (8 squares)
Armor Class13 (-1 size, +1 Dex, +3 natural), touch 10, flat-footed 12
Base Attack/Grapple+6/+13
AttackClaw +9 melee (1d6+4)
Full Attack2 claws +9 melee (1d6+4) and bite +8 melee (1d8+2)
Space/Reach10 ft./10 ft.
Special AttacksCurse of lycanthropy, spell-like abilities
Special QualitiesDarkvision 60 ft., damage reduction 10/silver, change shape, wolf empathy, resistance to acid 10 and cold 10, low-light vision, scent, spell resistance 11, telepathy 100 ft.
SavesFort +8, Ref +6, Will +6
AbilitiesStr 18, Dex 13, Con 16, Int 12, Wis 13, Cha 10
SkillsHandle Animal +7, Hide +9, Intimidate +9, Knowledge (nature) +10, Listen +8, Move Silently +10, Search +7, Spellcraft +5, Spot +8, Survival +10, Swim +8
FeatsImproved Initiative, Iron WillB, Multiattack, Stealthy, TrackB, Weapon Focus (bite)
EnvironmentTemperate forests
OrganizationSolitary, pair, pack (6–10), or troupe (2–5 plus 5–8 werewolves)
Challenge Rating7
TreasureStandard
AlignmentAlways chaotic evil
AdvancementBy character class
Level Adjustment―

Description

A powerful beast rises to stand erect on a pair of hind legs. It has a heavy, silvery-gray fur coat, as well as the predatory head, fanged jaw and bodily features of a wolf. It is roughly humanoid in shape, however, and stands more than twice the height of a man.

This towering creature has a mixture of humanoid and beastly traits, with the torso, upper legs, and hands most closely resembling a giant human. It has the head of a wolf, and its entire body is covered in warm, light gray fur.

The eyes of a lupusfiend possess a keen intelligence, and it is capable of conversing in any language it can learn. This beast has a deeply wild nature, however, and it dislikes most of the trappings of civilization.

Combat

The lupusfiend is capable of using all simple weapons and can learn to handle martial weapons with training. However it often prefers to fight using its natural weapons. A lupusfiend often attacks using pack tactics, trying to encircle its foe and attacking weaker opponents first.

The natural weapons of a lupusfiend are treated as magic weapons for the purpose of damage reduction.

Spell-Like Abilities: At will―detect magic, protection from good; 1/day―contagion, summon nature's ally (dire wolf only), summon swarm. Caster level 6th. The save DCs are Charisma-based.

Alternate form (Su): A werewolf can assume the form of a dire wolf. While in dire wolf form, the lupusfiend loses its own natural attack forms but gains those of the dire wolf. It can not use its spell-like abilities while in dire wolf form, but retains its other special attacks and qualities and gains those of the dire wolf.

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

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

All 820 monsters in the Netbook Bestiary