Werewolves:

 Werewolves are perhaps the most numerous lycanthropes in all
the worlds. They're especially common in DnD, Ravenloft
and FR. Like most wolves, werewolves prefer wooded terrain.
In beast form, thier hearing and sense of smell are excellent.
Their wolf vocabulary includes yipes, barks, growls, whines, and
howls. The howl can be heard up to five miles away, and causes
unease in those who hear it.

 Werewolves are chaotic creatures. They beastly anture urges them
to hunt and kill. According to many tales, werewolves are cursed
to hunt the ones they love. In truth, when the moon is full
a werewolf may become lost in the blood-lust of his beast
form and kill any prey he finds alone or vulnerable-including
people he knows.

 The Brethren-werewolves and thier wolf followers-gather
in packs, each with its own leader, hierarchy, and territory. A
pack generally consists of 1d4 werewolves and 2d4 wolves with
a territory of about 56 square miles (an 8 mile hex). Territories
can support larger packs only if the werewolves hunt domestic
animals or import more wild animals. The werewolves dominate
the normal wolves and may fight among themselves for the right
to lead the pack. Despite this squabbing, a strong bond unites
the pack. When one member is threatened, the entire pack
responds.

 Occasionally, neighboring werewolves unite their packs into a
single desvastating force. The leaders of each pack may challenge one
another for positions with in th chain of command. The hierarchy
generally falls along experienced levels, with the most experienced
werewolf commanding the entire pack. Any werewolf who wishes to be
above another werewolf in the chain of command must challenge
him. If the opponent accepts the challenge, they must fight
to the death, or until one submits. Declining a challenge indicates
acceptance of the othre werewolf's authority.

 Werewolves usually know human identities of their fellow pack
members. They vow to guard this knowledge with their lives, for
discovery would jeopardize the entire pack.

**** PC Werewolves ****

 When in human form, many werewolves try to hide thier nature and
live normal lives. This can be difficult. Werewolves must take
care to avoid silver and wolfsbane-their reactions to these
substances may expose thier secrets.

 Equally noticeable are the reactions animals have to werewolves.
Horses show fear, and may strike out or bolt from the werewolves's
presence. Dogs may challenge a werewolf intruding thier territory-to
them, a werewolf smells more like a rival dog than a human.

 Wild wolves, on the other hand, may be drawn to the werewolf's
abode. It's not uncommon for werewolves to have  "pet" wolves hanging
around.

 Werewolves may retain some physical characteristics of their human
form when in wolf form. For instance, a human who limps may also
limp in wolf form. Black-haired werewolves are black-furred in wolf
form; auburn-haired werewolves have a touch of red in thier gray
fut. As with normal wolves, most werewolves are paler on their
outside (throat, chest, and belly). Eye color remains the same
in human or in wolf forms.

 Generally, tha larger a werewolf in human form, the larger he is
in beast form.Most werewolves weigh, in wolf or wolf-man form, 1.5
times their human weight.A 6' werwolf weighing 170 lbs (in human
form) stands about 3' at the shoulder in wolf form, weighs 225 lbs,
and is a little over 6' long (including tail).

Werewolf Level Advancement Table

Experience                              Special
Level           XP              HD      Abilities       AC
----------      ---------       ---     ---------       ---
Cub             -12,000         1d8     I               7
Whelp           -9,000          2d8     II. III         7
Scamp           -6,000          3d8     IV, V           6
(NM)            0               4d8     VI, VII         5
1               12,000          5d8     -
2               36,000          6d8     -
3               84,000          -       VIII
4               180,000         7d8     -
5               372,000         8d8     IX
6               672,000         9d8     -
7               972,000         -       X (wolf)
8               1,272,000       10d8    -
9*              1,572,000       +2 hp   Wolf-Man

* + 300,000 XPs per level thereafter.
+ 2 hit points per level thereafter
Constitution bonus no longer apllies.

Special Abilities
------------------

I.- Must take wolf form the night of the full moon, as well as the
preceding ando following nights. Can take wolf form any night
the moon is visible.

II.- Normal Weapons do 1/2 damage (round up). Can transform at night
(even without the moon).

III.- Can speak with wolves and other werewolves while in wolf form.

IV.- Can take wolf form at any time, including day-time.

V.- Normal Weapons do only 1/4 damage.

VI.- Immune to normal Weapons.

VII. Can summon 1d2 normal wolves, provided some are in the area.
Wolves arrive in 1d4 rounds if in the immediate vicinity; otherwise
1d4 turns. A werewolf can summon 1d4 wolves at 2nd-level; 1d6 at
4th-level; 1d8 at 6th-level; and 1d10 at 8th-level. Every 4 levels
thereafter, add 1d10. Werewolves at 1st level and higher can summon
and command Dire wolves as wellas normal wolves.

VIII.- Can recover 1d4+1 hp for every full day and night of rest
while remaining in were-form; increase by +1 every 3 additional
levels.

IX.- Can summon werewolves as well as normal wolves. The DM determines
how many of the creatures summoned are werewolves.

X.- (wolf) Thw Howling. At 7th level and above, werewolves can utter
an eerie howl so terrifying that any creature hearing it must
save vs. spells or run away in fear. Intelligent creatures lucky
enough to be inside when a werewolf howls frantically lock all
entrances and take similar precautions.
The effect of howling have a range of 180 yards (180' if the sound
must penetrate buildings or other barries to reach the victim) and
last for one turn. Each day, a werewolf can howl once. Werewolves
can't select individual victims-everyone  within range may be
affected. Creatures with many HD or experience levels as the
howler are immune.

The Wolf-Man
-------------
At 9th level (1,572,000 XP), a werewolf gains the ability to
transform into a wolf-man. This beast-man form has the head
of a wolf and the body of a human with thick fur and elongated,
claw-tipped fingers. A wolf-man has all the capabilities that
come with mastering the beast-man form.

Combat
------
A werewolf's natural AC at normal monster level and
above is 5, plus or minus any dexterity bonuses for the
beast form. His move is 180' (60')
Werewolves attack with one bite per turn, doing 2d4
points of damage (cubs do only 1d4). When running with
the pack, preferred tactics include surrounding the prey,
attacking from all directions simultaneously; luring the
prey into an ambush (a favorite when hunting were-hunters);
or chasing the prey in relays until weakest or slowest
victims succumbs to exhaustion.
A werewolf's morale is normally 8.

Carrying Capacities
-------------------
A werewolf can carry 1,000 cn at full speed; 2,000 cn
at 1/2 speed. This assumes some method of securing the load
to the werewolf's back-a rider clinging to his fur, or a pack
harnessed around his chest. For werewolves with beast-form
armor, the barding multiplier is x 1/2.


Arex The Magnificent
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| Manuel Fernandez            |  "TO LIVE IN FEAR IS TO NOT LIVE AT ALL"  ||
| Saltillo Coahuila Mexico    |                                           ||
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