Misanthropic Lycanthropes

Scout by Land or Air: Ordinary forest, unless DC 25 Perception check is made, in which case they see the werewolves.

This hex is occupied by fraternal twins, both elven natural lycanthropes of the werewolf variety. Their initial attitude is hostile, and they react to the PC’s by telling them to leave the forest and never return, and to take their disgusting bloodsport elsewhere. If the PC’s do not leave, they attack.

However, if the team contains any elves or half-elves, their initial attitude is unfriendly instead of hostile, and the twins interrogate the elven party members as to why they would willingly associate with such disgusting inferior races for such disgusting bloodsport. A DC 20 Diplomacy check made by an elf or half-elf raises the twins’ attitude to indifferent and convinces the twins not to attack, while a DC 25 check is enough to convince the twins to do ONE of the following and a DC 30 check gives both:
1. Give information about one adjacent hex
2. Allow the party to Take 20 on their next Survival check in this hex to find food or a good campsite

Advanced Elf Werewolf (natural lycanthrope)
Elf natural werewolf barbarian 6
CN Medium humanoid (elf, shapechanger)
Init +6; Senses low-light vision; Perception +15

AC 24, touch 14, flat-footed 18 (4 armor, +6 Dex, +6 natural, -2 rage)
DR 10/silver
HP 86 (6d12
Fort +11, Ref +8, Will +8; +2 vs. enchantments
Defensive Abilities: improved uncanny dodge, trap sense +2;
Immune sleep

Speed 50 ft.
Melee: 1 furious elven curve blade +13/8 (1d10+14/18-20), bite 7 (1d87 plus trip and curse of lycanthropy)
Ranged: 1 adaptive composite longbow +11/6 (1d8+11/x3)
Special Attacks: rage (15 rounds/day), rage powers (rolling dodge +2, swift foot + 10 feet)

Str 23, Dex 24, Con 22, Int 14, Wis 18, Cha 12
Base Atk 6; CMB +12; CMD 26
Feats: Deadly Aim, Power Attack, Improved Natural Attack (Bite)
Skills: Acrobatics +16 (
24 when jumping), Climb +15, Craft (bows) +7, Handle Animal +6, Knowledge (nature) +7, Perception +15, Stealth +9, Survival +8

Loot (since both of them have identical inventory, encounter loot equals 2x below):
Combat Gear: potions of cure moderate wounds (2), potions of cure serious wounds (2), potions of longstrider (2)
Other Gear: +1 darkleaf hide armor, +1 adaptive composite longbow with 20 arrows, +1 furious elven curve blade, masterwork climber’s kit, 500gp

If a party member is suffering from a curse of lycanthropy because they failed their Fort save after being bitten by one of the werewolves, and the party does not have Remove Curse, all hope is not lost. Have the party make a Knowledge: Nature check and / or a Survival check.

Survival OR Knowledge: Nature DC 10: Wolfsbane is a plant found in forests (like this one) which carries a potent poison of the same name. This poison is particularly toxic to canines, including wolves, dire wolves, and werewolves.

Survival OR Knowledge: Nature DC 15: Wolfsbane poison can be used as a dangerous but effective agent against a curse of lycanthropy within the first three days of infection. Crunchwise, consuming a dose of wolfsbane gives an afflicted lycanthrope a new Fortitude save to recover from lycanthropy. Unfortunately, mitigating or diluting the poison also cripples its effectiveness against the curse; the poison must be consumed in as pure a form as possible.

Survival DC 20: You find enough Wolfsbane plant for one “dose” of Wolfsbane, plus an additional dose for every 5 above 20 (ie DC 25 for two doses).

Craft: Alchemy OR Profession: Alchemist DC 20: You can turn one “dose” of Wolfsbane into two doses, and you can do this an additional time for every 5 above 20 (ie DC 25 for two conversions).


Totally Not GG KeenanJones