Where most dragons make their lairs in distant mountains, forbidding swamps, and the deepest forests, the rare steel dragons thrive in the company of humans and other "lesser races". Steel dragons are born with the innate ability to assume the shape of humans, a talent they use to infiltrate human society and lead double lives as sages, scholars, and intellectuals while making occasional trips to the country to hunt in dragon form.
Steel dragons are insatiably curious and endlessly sociable, allowing them to fit in with humans with ease. They often seek to build great repositories of knowledge, valuing books and scrolls almost as much as their hoards of gold and jewels. Steel dragons also have a natural appreciation for law and ordered systems; with their skill at mind-bending magic, they make ruthless politicians, shaping their home cities' politics for generations.
Due to their brightly reflective scales and generally nonviolent nature, steel dragons are typically categorized as metallic dragons. However, gold, silver, and other metallic dragons blanch at steels being lumped in with them due to the steels' lack of commitment to good. Though they prefer peaceful solutions to their problems, steel dragons can be utterly ruthless when angered, and give little thought to the "little people" harmed by their pursuit of knowledge and power.
Steel dragons' scales are dull blue-gray as hatchlings, gaining increased shine and luster as they age. In human form, a steel dragon always has one steel-gray feature, such as hair, eyes, or nails.
Steel dragons can be found in cities throughout Golarion, but they are closely associated with the City at the Center of the World, Absalom, which hosts multiple clans of the dragons. For this reason, they are sometimes known as "Absalom dragons".
STEEL DRAGON (Absalom Dragon)
LN dragon (air, shapechanger)
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Base Statistics
CR: 4; Size: Small; Hit Dice: 5d12
Speed: 60 ft., swim 60 ft.
Natural Armor: +4; Breath Weapon: 2d6 electricity
Str 11, Dex 14, Con 13, Int 10, Wis 13, Cha 14
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Ecology
Environment: Any hills or urban
Organization: Solitary
Treasure: Triple
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Arcane Shield (Su): A very young or older steel dragon's spell resistance against spells of 2nd level or lower is +10 higher than normal. At young age, this applies against spells of 4th or lower.
Change Shape (Su): A steel dragon can assume human form at will as if using polymorph. A steel dragon's human form is fixed - it cannot assume different human forms.
Electricity Aura (Su): An old or older steel dragon has an aura of electricity. All creatures within 5 feet take 1d6 points of electricity damage at the start of the dragon's turn. An ancient dragon's aura is 10 feet. A great wyrm's damage increases to 2d6. A steel dragon can suppress this aura at will.
Enduring Authority (Ex): A great wyrm steel dragon doubles the duration of its enchantment spells and spell-like abilities.
Poison Breath (Ex): Three times per day, instead of a cone of electricity, a steel dragon can breathe a cone of toxic gas. Creatures who fail a Fortitude save take 1 point of Constitution damage per age category possessed by the dragon. A successful save reduces Con damage to 1d4 points. A delay poison or neutralize poison spell works against this effect. Creatures that are immune to poison are unaffected, and creatures resistant to poison receive their normal bonus on the saving throw. The save DC is Constitution-based.
Spell-Like Abilities (Sp): A steel dragon gains the following spell-like abilities, usable at will upon reaching the listed age category. Juvenile - enthrall; adult - charm person; old - suggestion; ancient - forcecage, mass suggestion; great wyrm - mass hold monster.
Tight Squeeze (Ex): A young adult or older steel dragon is treated as a creature one size smaller when squeezing through tight spaces.
AGE CATEGORIES
Wyrmling: Special Abilities: Change shape, immune to electricity and poison, poison breath; Caster Level: --.
Very Young: Special Abilities: Arcane shield (2nd), spell resistance; Caster Level: --
Young: Special Abilities: Arcane shield (4th); Caster Level: 1st.
Juvenile: Special Abilities: Enthrall; Caster Level: 3rd.
Young Adult: Special Abilities: DR 5/magic, tight squeeze; Caster Level: 5th.
Adult: Special Abilities: Charm person, frightful presence; Caster Level: 7th.
Mature Adult: Special Abilities: DR 10/magic; Caster Level: 9th.
Old: Special Abilities: Electricity aura, suggestion; Caster Level: 11th.
Very Old: Special Abilities: DR 15/magic; Caster Level: 13th.
Ancient: Special Abilities: Forcecage, mass suggestion; Caster Level: 15th.
Wyrm: Special Abilities: DR 20/magic; Caster Level: 17th.
Great Wyrm: Special Abilities: Enduring authority, mass hold monster; Caster Level: 19th.
YOUNG STEEL DRAGON
CR: 8
XP: 4,800
LN Large dragon (air, shapechanger)
Init: +5; Senses: Dragon senses; Perception +15
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AC: 21, touch 10, flat-footed 19 (+1 Dex, +10 natural, -1 size)
hp: 76 (8 HD)
Fort +9, Ref +7, Will +8
Immune: Electricity, paralysis, poison, sleep; SR 19 (29 vs. 4th-level or lower)
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Speed: 60 ft., swim 60 ft., fly 200 ft. (poor)
Melee: Bite +11 (2d6+6), 2 claws +11 (1d8+4), 2 wings +9 (1d6+2), tail slap +9 (1d8+6)
Space: 10 ft.; Reach: 5 ft. (10 ft. with bite)
Special Attacks: Breath weapon (40-ft. cone, DC 17, 6d6 electricity, once every 1d4 rounds), poison breath (3 Con, DC 17)
Spells Known (CL 1st, concentration +3, +8 ranged touch):
1st (4/day) - Grease (DC 14), magic missile
0 (at will) - Dancing lights, detect magic, mage hand, read magic
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Str 19, Dex 12, Con 17, Int 12, Wis 15, Cha 16
Base Atk: +8; CMB: +13; CMD: 24 (28 vs. trip)
Feats: Alertness, Combat Casting, Improved Initiative, Multiattack
Skills: Appraise +12, Diplomacy +14, Fly +6, Intimidate +14, Perception +15, Sense Motive +15, Stealth +8, Swim +20
Languages: Common, Draconic, Elvish
SQ: Change shape (human, alter self)
ADULT STEEL DRAGON
CR: 12
XP: 19,200
LN Huge dragon (air, shapechanger)
Init: +4; Senses: Dragon senses; Perception +26
Aura: Frightful presence (180 ft., DC 22)
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AC: 27, touch 8, flat-footed 27 (+19 natural, -2 size)
hp: 172 (15 HD)
Fort +14, Ref +9, Will +13
DR 5/magic; Immune: Electricity, paralysis, poison, sleep; SR 23 (33 vs. 4th-level or lower)
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Speed: 60 ft., fly 200 ft. (poor), swim 60 ft.
Melee: Bite +20 (2d8+10), 2 claws +20 (2d6+7), 2 wings +18 (1d8+3), tail sweep +18 (2d6+10)
Space: 15 ft.; Reach: 10 ft. (15 ft. with bite)
Special Attacks: Breath weapon (50-ft. cone, DC 22, 12d6 electricity, once every 1d4 rounds), crush (2d8+10, DC 22), poison breath (6 Con, DC 22)
Spell-Like Abilities (CL 15th, concentration +20):
At will - Charm person (DC 17), enthrall (DC 18)
Spells Known (CL 7th, concentration +12, +13 ranged touch):
3rd (5/day) - Deep slumber (DC 19), haste
2nd (7/day) - Daze monster (DC 18), hideous laughter (DC 18), protection from arrows
1st (8/day) - Alarm, grease (DC 16), magic missile, obscuring mist, shield
0 (at will) - Bleed (DC 14), dancing lights, daze (DC 15), detect magic, mage hand, mending, read magic, resistance
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Str 25, Dex 10, Con 21, Int 16, Wis 19, Cha 20
Base Atk: +15; CMB: +24; CMD: 34 (38 vs. trip)
Feats: Alertness, Cleave, Combat Casting, Improved Initiative, Multiattack, Power Attack, Skill Focus (Stealth), Spell Focus (enchantment)
Skills: Appraise +21, Bluff +23, Diplomacy +23, Fly +10, Intimidate +23, Knowledge (local) +21, Perception +26, Sense Motive +26, Spellcraft +21, Stealth +16, Swim +25
Languages: Common, Draconic, Elvish, two human languages
SQ: Change shape (human, alter self), tight squeeze
ANCIENT STEEL DRAGON
CR: 17
XP: 102,400
LN Gargantuan dragon (air, shapechanger)
Init: +3; Senses: Dragon senses; Perception +36
Aura: Electrical (10 ft., 1d6 electricity), frightful presence (300 ft., DC 28)
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AC: 36, touch 5, flat-footed 36 (-1 Dex, +31 natural, -4 size)
hp: 310 (23 HD)
Fort +20, Ref +12, Will +19
DR 15/magic; Immune: Electricity, paralysis, poison, sleep; SR 28 (38 vs. 4th-level or lower)
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Speed: 60 ft., fly 250 ft. (clumsy), swim 60 ft.
Melee: Bite +30 (4d6+16/19-20), 2 claws +30 (2d8+11), 2 wings +28 (2d6+5), tail slap +28 (2d8+16/19-20)
Space: 20 ft.; Reach: 15 ft. (20 ft. with bite)
Special Attacks: Breath weapon (60-ft. cone, DC 28, 20d6 electricity, once every 1d4 rounds), crush (4d8+16, DC 28), poison breath (10 Con, DC 28), tail sweep (2d6+16, DC 28)
Spell-Like Abilities (CL 23rd, concentration +30):
At will - Charm person (DC 20), enthrall (DC 21), forcecage (DC 26), mass suggestion (DC 25), suggestion (DC 22)
Spells Known (CL 15th, concentration +22, ranged touch +18):
7th (5/day) - Ethereal jaunt, greater teleport
6th (7/day) - Flesh to stone (DC 23), geas (DC 25), repulsion
5th (7/day) - Dominate person (DC 24), mind fog, prying eyes, telekinesis (DC 22)
4th (7/day) - Charm monster (DC 23), crushing despair (DC 23), rainbow pattern (DC 21), resilient sphere
3rd (8/day) - Deep slumber (DC 20), fireball (DC 22), haste, slow (DC 22)
2nd (8/day) - Daze monster (DC 21), eagle’s splendor, hideous laughter (DC 21), protection from arrows, scorching ray
1st (8/day) - Alarm, grease (DC 18), magic missile, obscuring mist, shield
0 (at will) - Bleed (DC 17), dancing lights, daze (DC 19), detect magic, mage hand, mending, prestidigitation, read magic, resistance
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Str 33, Dex 8, Con 25, Int 20, Wis 23, Cha 24
Base Atk: +23; CMB: +38; CMD: 47 (51 vs. trip)
Feats: Alertness, Cleave, Combat Casting, Critical Focus, Greater Spell Focus (enchantment), Improved Critical (bite, tail slap), Improved Initiative, Multiattack, Power Attack, Skill Focus (Stealth), Spell Focus (enchantment)
Skills: Appraise +31, Bluff +33, Diplomacy +33, Fly +11, Intimidate +33, Knowledge (local, nobility) +31, Perception +36, Sense Motive +36, Spellcraft +31, Stealth +19, Swim +19, Use Magic Device +33
Languages: Common, Draconic, Elven, four human languages
SQ: Change shape (human, alter self), tight squeeze
I've been sitting on this for months until I hit 100 followers! Once again, big thanks to everyone reading this! I know I just run a silly little dime-a-dozen gaming blog that I struggle just to update, but every like, reblog, comment, and subscription means a lot to me.
So once again, thank you. You're what makes it worth going on.
Save for the great slaad masters themselves, no beings embody the raw destructive power of chaos like black slaadi. Beings of pure entropy, black slaadi appear as a toad-shaped blot of utter darkness from which its two diamond eyes gleam.
Black slaadi are an enigma, for little has been written on these vastly powerful beings. They wander the Maelstrom, pursuing inscrutable goals and spreading wanton destruction for ends that make sense only in their insane minds. A handful of black slaadi serve as emissaries for the great slaad masters, but most are too devoted to chaos to bend the knee to another being.
BLACK SLAAD (Void Slaad)
CR: 20
XP: 307,200
CN Huge outsider (chaotic, extraplanar, shapechanger, slaad)
Init: +12; Senses: Darkvision 60 ft.; Perception +32
Aura: Entropic (20 ft.)
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AC: 39, touch 17, flat-footed 30 (+8 Dex, +1 dodge, +22 natural, -2 size)
hp: 350 (20 HD); regeneration 5 (lawful weapons, lawful spells)
Fort +24, Ref +14, Will +21
Defensive Abilities: Insanity (DC 29); DR 15/lawful; Immune: Sonic; Resist: Acid 5, cold 5, electricity 5, fire 5; SR 31
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Speed: 40 ft.
Melee: Bite +32 (4d6+14/19-20), 2 claws +32 (2d8+14 plus poison and energy drain)
Ranged: Ray of entropy +26 touch (20d10; see below)
Space: 15 ft.; Reach: 15 ft.
Special Attacks: Energy drain (2 levels, DC 29)
Spell-Like Abilities (CL 18th, concentration +27):
At will - Chaos hammer (DC 23), deeper darkness, dispel law (DC 24), fear (DC 24), fly, greater dispel magic, greater teleport (self plus 50 lb. of objects only), magic circle against law, shatter (DC 21)
1/day - Cloak of chaos (DC 27), implosion (DC 28), summon (level 9, any 1 CR 19 or lower slaad, 100%), word of chaos (DC 26)
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Str 39, Dex 26, Con 35, Int 25, Wis 28, Cha 28
Base Atk: +20; CMB: +36 (+40 sunder); CMD: 53 (57 vs. sunder)
Feats: Cleave, Combat Expertise, Dodge, Great CleaveB, Greater Sunder, Improved Critical (bite), Improved Initiative, Improved Sunder, Mobility, Power Attack, Spring Attack, Whirlwind AttackB
Skills: Acrobatics +31, Bluff +32, Escape Artist +31, Intimidate +32, Knowledge (arcana, religion, one other) +27, Knowledge (planes) +30, Perception +32, Sense Motive +32, Spellcraft +30, Stealth +23, Swim +34
Languages: Abyssal, Draconic, Slaad; telepathy 100 ft.
SQ: Change shape (shapeshift), zone of oblivion
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Environment: Any (The Maelstrom)
Organization: Solitary
Treasure: Double
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Poison (Ex): Bite - injury; save Fort DC 32; frequency 1/round for 6 rounds; effect 1d6 Con damage; cure 3 consecutive saves. The save DC is Constitution-based.
Ray of Entropy (Su): Once every 1d4 rounds as a standard action, a black slaad can fire a ray of chaotic energy at a target creature with a ranged touch attack. The ray deals 20d10 points of damage and the creature is surrounded by a shroud of crackling energy. Any time the creature takes damage while the shroud persists, the shroud deals 1d10 points of damage to the creature; a successful Fortitude save (DC 29) negates the damage and dissipates the shroud. The save DC is Charisma-based.
Zone of Oblivion (Su): When killed, a black void fills the space around a black slaad in a 30-ft. radius, blocking line of sight and dealing 5d10 points of damage to any creature that enters or starts its turn in the area. The zone lasts for 1 hour before dissipating.
BLACK SLAAD ENTROPES
The most powerful black slaadi are creatures given over totally to the power of chaos and destruction. These beings, known as entropes, border on demigodhood.
A black slaad entrope is typically a CR 21 to CR 25 monster (a range shared with the various lesser slaad masters, with the range of CR 26 and above being the domain of the true slaad masters themselves). The majority of entropes simply advance in Hit Dice, but many have several levels of barbarian, fighter, or oracle, and a few have levels of alchemist, cleric, druid, or sorcerer.
In addition to any benefits a black slaad entrope might gain from its class levels, all entropes possess one additional unique ability over and above those granted by its race and class. Listed here are three sample entrope abilities, but these samples are by no means the entirety of the strange powers an entrope might wield.
Child of Entropy (Su): Reality itself begins to break down in the presence of the entrope. The area within 100 feet of the entrope gains the subjective gravity, erratic time, highly morphic, strongly chaos-aligned, and wild magic planar traits. The area returns to normal when the entrope leaves or dies. The entrope can suppress or resume this aura at will.
Elemental Chaos (Su): A storm of elemental energy swirls around the entrope. Any creature that comes within 20 ft. of the entrope takes 2d10 points each of acid, cold, electricity, fire, and sonic damage. The entrope can suppress or resume this aura at will.
Harbinger of Anarchy (Su): The mere sight of the entrope breaks the minds of all those who set eyes on it. Any creature that sees the entrope must make a Will save (DC 10 + 1/2 entrope's racial HD + the entrope's Charisma modifier) or be affected as if by the insanity spell (CL 20th). The entrope can suppress or resume this ability at will.
(And that, at long last, wraps up my slaad conversions. There are a couple I missed - the flux and putrid slaadi from 4E spring to mind, and I may do them eventually - but the black slaad completes the CR 1/2 to CR 20 spread of major outsider races. Maybe now I can finally get around to their lawful counterparts...)
Hyenaweres are hyenas that can take the shape of men and women, evil creatures who use subterfuge to lull their victims into a false sense of security before devouring them. Disguising themselves as humans, hyenaweres slip into townships using their charming voices to win the hearts of the people. A favorite trick is to shower gifts and praise on a "long-lost relative" before luring them out into the wild to kill and eat the poor lost soul.
In its true form, a hyenawere resembles a large, robust hyena at first glance, but a closer inspection reveals a second, humanlike mouth on the back of its neck. It keeps this second mouth in all its forms, though in human form it is usually obscured by a thick mane of hair. A hyenawere's second mouth mimics the lip movements of the primary mouth but makes no sound.
(And here is the Al-Qadim version of the werehyena, retrofitted along the lines of Pathfinder's jackalwere. I think it works much better as a "therianthrope" - an unofficial term that I'll be using for similar creatures - since its supernatural abilities can't be replicated with the lycanthrope template.)
(So there ya go, anon - the Al-Qadim and Nyambe versions of both the werehyena and werelion. I had a bit of fun building all four creatures, and I hope you find them useful!)
Dire werelions are the noblest of lycanthropes. These noble defenders of the meek take up blade and claw to fight for justice and slay evil wherever they find it. Dire werelions are proud - some might say arrogant - but not without cause. Each one is a hero, and even the least carries herself with regal bearing.
Dire werelions live in prides similar to common werelions, but smaller and more egalitarian. The alpha male acts as an enlightened monarch and the women are valued warriors. Young men are not driven out, but instead leave to take up lives of knight-errantry before settling down with a new pride.
Werelions are gluttonous bullies with an inflated sense of pride. Styling themselves the lords of all lycanthropes, werelions launch frequent raids to put other creatures in their place - and steal their food and goods while they're at it.
Werelions organize into small families ruled by a single adult male; other males are driven out of the pride as soon as they reach maturity unless they can kill their patriarch and take his place. Male werelions are lazy, vainglorious gluttons who push around the women and take the greater part of their bounty after every raid. Female werelions are overworked and undervalued, and take out their frustration with bloodlust in combat. A werelion pride is a festering mass of resentment held together only by their mutual sense of superiority over other creatures.
(I hope you appreciate how much creepy fetish art I was exposed to in my search for a suitable illustration, anon. Four words: giantess anthro lion vore. I need a shower.)
Werehyenas are vicious killers who stalk the veldt, picking off the weak and sick to feed their hunger. They prefer to remain in their animal form, taking hybrid form when they enter combat, and using their humanoid form only to escape notice in villages.
Werelions viciously hate werehyenas and violently persecute them at any chance, sometimes banding together in great prides to enact genocidal battles on the hyenas. The werehyenas retaliate by picking off lone werelions whenever possible.
(My take on the werehyena is based on the version from Nyambe: African Adventures, since the 2E Al-Qadim version can't be built with the 3.5/PF lycanthrope template due to its weird supernatural abilities. I may stat up the Al-Qadim version as a "hyenawere" - like PF's jackalwere - at some point, though.)
(If a gnoll turns into a werehyena, would anyone be able to tell?)
Werefoxes are cruel, vain, greedy creatures. Inveterate hedonists, they live only to pamper themselves and feed their own vanity. Werefoxes use their bite as a last resort as they are very selective about who they turn into lycanthropes; they often "adopt" children by kidnapping and infecting them, preferring conventionally attractive female elves, half-elves, and humans. A great many werefoxes are skilled spellcasters, focusing on enchantment spells; they are rarely encountered without a "harem" of attractive charmed humanoids.
Most werefoxes have lustrous silver fur in their hybrid and animal forms. They can be found throughout Golarion's northern hemisphere, but are by far the most common in Tian Xia, where their resemblance to kitsune sometimes causes prejudice toward the innocent fox-folk.
(Any furries in the audience? This one's for you. As with the wereraven, the fox was too small to work as a lycanthrope, so the base animal is actually a dog.)
Wereravens are avian shapeshifters devoted to quietly doing good and protecting the defenseless. These lycanthropes gather in forests near isolated villages, surreptitiously fighting off menaces like goblins and kobolds and warning the townsfolk of greater threats. The people they protect may not even know of the wereravens' existence, thinking them merely ordinary, if enormous, birds who croak out warnings when danger is near.
Wereravens prefer to stay in their animal form whenever possible, roosting in trees or in thickets at night and scavenging for food during the day. They are highly gregarious, however, and every now and then a flock of wereravens take humanoid form and spend a night carousing in their local village, doing their best not to let their true nature be known.
Wereravens are not especially brave, but they are cunning, and seek to use guile to mislead and confuse their foes before closing in for combat. In hybrid form, they prefer to fight with manufactured weapons instead of their powerful beaks to avoid spreading lycanthropy, for they know how dangerous an infected lycanthrope can be.
WERERAVEN (Human Form)
CR: 2
XP: 600
Human natural wereraven fighter 2
NG Medium humanoid (human, shapechanger)
Init: +6; Senses: Low-light vision, scent; Perception +2
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AC: 16, touch 13, flat-footed 13 (+3 armor, +2 Dex, +1 dodge)
hp: 19 (2 HD)
Fort +3, Ref +0, Will +0; +1 vs. fear
Defensive Abilities: Bravery +1
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Speed: 30 ft.
Melee: Longsword +5 (1d8+3/19-20)
Ranged: Longbow +5 (1d8/x3)
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Str 16, Dex 15, Con 12, Int 13, Wis 10, Cha 8
Base Atk: +2; CMB: +5; CMD: 18
Feats: Dodge, Flyby Attack, Improved Initiative, Mobility
Skills: Fly +7, Intimidate +4, Knowledge (dungeoneering) +6, Perception +2
Languages: Common, Elven
SQ: Change shape (human, hybrid, and giant raven; polymorph)
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Environment: Temperate forests
Organization: Solitary, pair, flock (5-10), or conspiracy (11-30 plus 10-100 ravens and 1-6 giant ravens)
Treasure: NPC gear (longsword, longbow with 30 arrows, masterwork studded leather armor, other gear)
WERERAVEN (Hybrid Form)
NG Medium humanoid (human, shapechanger)
Init: +6; Senses: Low-light vision, scent; Perception +4
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AC: 18, touch 13, flat-footed 15 (+3 armor, +2 Dex, +1 dodge, +2 natural)
hp: 23 (2 HD)
Fort +5, Ref +0, Will +2; +1 vs. fear, +4 vs. ingested diseases
Defensive Abilities: Bravery +1; DR 10/silver
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Speed: 30 ft., fly 50 ft. (average)
Melee: Longsword +6 (1d8+4/19-20), bite +1 (1d6+2 plus curse of lycanthropy)
Ranged: Longbow +5 (1d8/x3)
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Str 18, Dex 15, Con 16, Int 13, Wis 15, Cha 9
Base Atk: +2; CMB: +6; CMD: 19
Feats: Dodge, Flyby Attack, Improved Initiative, Mobility
Skills: Fly +7, Intimidate +4, Knowledge (dungeoneering) +6, Perception +4
Languages: Common, Elven
SQ: Change shape (human, hybrid, and giant raven; polymorph), lycanthropic empathy (ravens and giant ravens), scavenger
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Scavenger (Ex): Wereravens are exceptional scavengers. A wereraven in hybrid or animal form can take 10 on Survival checks to find food and gains a +4 bonus on saves to resist ingested diseases.
WERERAVEN (Animal Form)
NG Medium humanoid (human, shapechanger)
Init: +6; Senses: Low-light vision, scent; Perception +4
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AC: 15, touch 13, flat-footed 13 (+2 Dex, +1 dodge, +2 natural)
hp: 23 (2 HD)
Fort +5, Ref +0, Will +2; +1 vs. fear, +4 vs. ingested diseases
Defensive Abilities: Bravery +1; DR 10/silver
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Speed: 20 ft., fly 50 ft. (average)
Melee: Bite +6 (1d6+4 plus curse of lycanthropy)
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Str 18, Dex 15, Con 16, Int 13, Wis 15, Cha 9
Base Atk: +2; CMB: +6; CMD: 19
Feats: Dodge, Flyby Attack, Improved Initiative, Mobility
Skills: Fly +7, Intimidate +4, Knowledge (dungeoneering) +6, Perception +4
Languages: Common, Elven
SQ: Change shape (human, hybrid, and giant raven; polymorph), lycanthropic empathy (ravens and giant ravens), scavenger