Chaotic Evil Man-sized Humanoid (shape-changer)
FREQUENCY: Rare
NO. APPEARING: 1-3
SURPRISE: 17%
SENSES: night vision, exceptional hearing, scent
ARMOR CLASS: 3
MOVE: 15"
HIT DICE: 5 + 1 (hp 24)
% IN LAIR: 35%
TREASURE TYPE: B, 50% of S, T
THAC0: 15
MELEE: bite (2d6) and by weapon
SPECIAL ATTACKS: song - Hits As: +1
SPECIAL DEFENSES: DR/magic, DR/iron
WEAKNESS: shuns wolfsbane
MAGIC RESISTANCE: 65%
INTELLIGENCE: High to Exceptional (13-16)
MORALE: +26%
SAVES: Poison 11, Petrify 12, Wand 13, Breath 13, Spell 14
LANGUAGES: Common
LEVEL: VI (XP 550 + 6 per hp)
Inhabiting out of the way places, the hated and feared wolfwere is the bane of humans and demihumans alike, for it is able to take the form of a human male or female of considerable charisma. In either its true shape or that of man, the wolfwere slyly hunts, slays, and devours its favored prey-men, halflings, elves, etc.
The powerful jaws of this creature can deliver terrible bites. Additionally, the wolfwere can half-change, gain human-like arms and legs, and wield a human weapon. It can still bite in this form.
Worst of all, however, is the monster's song. Listeners are overcome with lethargy, just as if they had been slowed by a slow spell, unless each makes a saving throw vs. Spells. The lethargy lasts for 5-8 rounds and cannot be countered once it takes effect.
The monster can be hit only by cold-wrought iron weapons or those equal to +1 or better magic.
The wolfwere are disgusted by [wolfsbane] and shun it if possible.
A wolfwere will usually (75%) run with a pack of normal wolves (30%) or worgs (70%). When strong prey is encountered, the monster will slip away to its lair, don human garb, and approach the victims in the guise of a pilgrim, minstrel, tinker, or similar wanderer. Oftimes the wolfwere will carry a stringed instrument to play upon, so its crooning will not arouse suspicion.