Paragon Werewolf (3.5e Creature)

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Paragon Werewolf
Size/Type: Medium Magical Beast {{{type}}}
Hit Dice: 14d10+70 (147 hp) ({{{hp}}} hp)
Initiative: +2
Speed: 40ft (8 squares)
Armor Class: 20 (+5 Dex, +5 natural), touch 15, flat-footed 15, touch {{{touch}}}, flat-footed {{{flat}}}
Base Attack/Grapple: +5/+7
Attack: Claw +13 melee (1d12+1), or Bite +11 melee (4d4+2)
Full Attack: 2 Claws +13 melee (1d12+1) and Bite +9 melee (5d4+2)
Space/Reach: 30ft/5ft
Special Attacks: Breath Weapon, Improved Grab, spell-like abilities, psi-like abilities, scent ability, Summon Werewolf
Special Qualities: Frightful Presence, DR 5/slashing, spell resistance 15, fast healing 5, regeneration 10
Saves: Fort +11, Ref +13, Will +9
Abilities: Str 14, Dex 20, Con 20, Int 7, Wis 12, Cha 9
Skills:
Feats: Multiattack, Weapon Focus (Bite), Dodge, Mobility
Environment: Dark Forest
Organization: solitary
Challenge Rating: 9
Treasure: none
Alignment: Neutral Evil
Advancement: none
Level Adjustment: N/A
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The Paragon Werewolf are natural lycanthropes who have bound a promise with a lost soul, similar to the Binder. In exchange for servitude, power surges through their veins. The vestige grants a small selection of the power possessed by the soul in life.

Combat[edit]

Breath Weapon (Su): The Paragon Werewolf has a cone of cold breath weapon usuable once per day. It has a range of 30 feet, and deals 4d12 damage, or DC 20 Fortitude save for half damage. Those hit by the breath weapon are frozen, and must make a DC 20 strength check to break out. Half the initial damage taken is dealt again as secondary effects for 1d3 rounds, unless they succeeded on the save. The icy-cold air from the weapon leaves a cool mist during the next round; those who pass into the mist or remain there on that turn take damage as if hit by the breath weapon.

Spell-like Abilities (Su): The Paragon Werewolf can cast the following Druidic spell-like abilities, with DC 12 + spell level, at Caster-Level 18:

Counters[edit]

The Paragon Werewolf is more easily grappled than other creatures, will cast Storm of Vengeance almost exclusively as a defensive action, using it as a last resort to escape danger.

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