It always struck me as odd how most d20 worlds had lycanthropes that were limited to normal animals; that is, that “were” creatures were virtually always based on creatures found in the real world. Even the more exotic lycanthropes were content to stretch the boundaries only so far as using dinosaurs or insects as their base creatures.
Given how saturated with magic your average d20 world is, that seems strangely limited. While I’m sure that there’s some d20 product out there that does venture further afield, the fact that such things are so fantastically rare underscores the point. If your PCs can run into halfling wererats or human werewolves, why not have hobgoblin wereowlbears or ogre werebulettes?
To that end, I’ve written the following template that turns winter wolves into a lycanthrope. Given that werewolves are easily the most familiar form of lycanthrope, and winter wolves are some fairly standard d20 monster fare, this template should serve as an excellent way to introduce new forms of werecreatures into your campaign.
Of course, it goes without saying that this template is made with Eclipse: The Codex Persona.
Werewinter Wolf Template (96 CP/+3 ECL)
This template allows the character it’s applied to to shapechange into winter wolf several times per day. It doesn’t make any other conceit where typical werecreatures are concerned. That is, this doesn’t allow for lycanthropy to be transmitted to creatures that the werewinter wolf bites. Likewise, this template is presumed to be inherited (or, perhaps, magically acquired), and so grants full control over the alternate form. There’s no risk of involuntary transformation due to the full moon nor any requirement to make a skill check (e.g. Control Shape) to maintain control.
I also need to give credit where it’s due: this template is heavily inspired by Pathfinder Adventure Path #68, “The Shackled Hut,” by Paizo Publishing. In the course of that adventure, the PCs journey to a human city that Baba Yaga has enchanted so as to allow winter wolves to take on a human form while within its environs. While that’s not exactly the same as this template, it was still a source of inspiration for it.
Basic Abilities (72 CP)
- +6d8 Hit Dice (72 CP).
The single most expensive aspect of this template, this is required to make winter wolf a viable transformation via shapeshift for characters with less than 6 Hit Dice. It’s also the only part of this template that applies in both forms.
Form of the Winter Wolf (21 CP)
- Shapeshift with +3 Bonus Uses, specialized for one-half cost/does not allow any animal forms to be taken (5 CP).
- Beasts, corrupted for two-thirds cost/winter wolf form only (2 CP).
- Growth, specialized for one-half cost/Large size only (1 CP).
- Attribute modifiers (6 CP).
- Enchanted, corrupted for two-thirds cost/breath weapon can only be used 5 times per day (4 CP).
- Energy Infusion (cold), specialized for one-half cost/only while shapechanged (3 CP).
This is the main aspect of this template, granting the lion’s share of the abilities that comes from transforming into a winter wolf, which can be done 3 times per day, plus once per three character levels. Specifically, this suite of abilities grants: large size (with the attendant modifiers, albeit none for ability scores), darkvision 60 ft., low-light vision, scent, speed 50 ft., Str +8, Dex +2, Con +6, +5 natural armor, and a bite natural weapon for 1d8 damage (which, as the only natural weapon, gains +1.5 x Strength bonus). It also grants a free trip attempt, as a free action and without provoking an AoO, on each successful bite attack. Further, each successful bite deals an additional 1d6 points of cold damage. Finally, it grants the cold subtype as well.
There’s also a breath weapon, which deserves special mention. The basic winter wolf entry says that it can be used every 1d4 rounds. Eclipse’s design philosophy, however, is that (most) unlimited-use abilities are actually usable about five times per day; that’s typically all an NPC will get before the PCs make short work of them. By explicitly making that the case here, we can save on a few CPs, and bring things into line if a PC ever takes this template.
Since Eclipse treats breath weapons as Inherent Spell abilities, I’d recommend allowing the damage to scale with Hit Dice, to a maximum of 10d6. The DC is 10 + 1/2 Hit Dice + Con modifier, Reflex save for half. That’s not very strong, but an Eclipse character can modify that with any number of special abilities.
Prowess of the Winter Wolf (7 CP)
- Track, specialized for one-half cost/only while shapechanged (1 CP).
- Improved Initiative II, specialized for one-half cost/only while shapechanged (3 CP).
- Skill Emphasis II (Listen and Spot), specialized for one-half cost/only while shapechanged (3 CP).
These abilities replicate the feats that a standard winter wolf has. While feats are typically represented as being learned, rather than inherent abilities, that can be a blurry line when it comes to adroitly using natural abilities. In this case, we’re saying that such prowess is more natural than not for winter wolves.
For Pathfinder characters, change Skill Emphasis II to work on Perception and Sense Motive.
Insights of the Winter Wolf (6 CP)
- +1 bonus to Listen, Move Silently, and Spot, specialized for one-half cost/only while shapechanged (1 CP).
- +3 bonus to Hide, specialized and corrupted for triple effect/only while shapechanged, only while in areas of snow and ice (3 CP).
- +2 bonus to Survival, specialized for double effect/only while shapechanged (2 CP).
These replicate the racial skill bonuses that winter wolves get. We’ve made some slight tweaks, in that they no longer receive a blanket +2 bonus to Hide checks, but now gain +9 when hiding in areas of snow and ice (which I think makes more sense overall). Likewise, the +4 bonus to Survival is now universal when in winter wolf form, instead of being limited to tracking by scent.
For Pathfinder characters, these bonuses become +1 to Perception, Sense Motive, and Stealth, with a further +9 bonus to Stealth when in areas of snow and ice. The +4 Survival bonus remains as well.
Fate of a Werebeast (-10 CP)
- Disadvantages: Outcast, Poor Reputation, and Valuable (-10 CP).
A werewinter wolf, like all shapeshifters, is not welcome in any community. Winter wolves are typically recognized as being vicious monsters by all other creatures, whereas winter wolves themselves think of anything that changes into a human (or other creature) as being weak and tainted. Moreover, as werebeasts, everyone expects them to spread lycanthropy and go on monstrous rampages, regardless of whether that’s true or not. Finally, wizards and other spellcasters value the pelts of winter wolves, were or not, as magical components.
As a fully-developed template, there’s little more to build on at first glance. The most obvious direction is to purchase further modifiers, such as Hybrid, to expand on the versatility of shapeshifting (such purchases would, of course, be made via CPs from character levels). A character could also, as alluded to previously, make purchases to increase their breath weapon’s power. However, that’s likely to quickly yield diminishing returns.
Overall, the best bet is probably to buy abilities that integrate this template more closely into your character’s overall theme. Someone who wants to be a shapeshifter extraordinaire will want to buy off the specializations and corruptions that limit this to winter wolf form, for instance, whereas someone who wants to become “leader of the pack” can take Leadership and further cold-based powers (the better to show off why they’re the ruler).