Article-At-A-Glance
- The White Wolf[1] build combines Werewolf and Rogue features for resilience and damage.
- Role-playing tips for the build highlight the character’s thematic depth and versatility.
- Animal Lord and Warshaper levels add utility and powerful abilities.
- Equipment and tactical strategies ensure survival and efficiency in any scenario.

Click on the level for more information
At level 1, the White Wolf[1] is a Werewolf with a focus on resilience and melee combat. Able to shape change and withstand attacks due to DR 10/Silver. Possessing the Iron Will, Track, and Weapon Focus (Bite) feats, she is a force to be reckoned with in close combat.
Stat Block Level 1:
White Wolf: female, Human Werewolf 1; CR 1; Medium Humanoid (Shapechanger[2]); HD 1d10+2; hp 12; Init +3; Spd 30 ft.; AC 15, touch 11, flat-footed 14; Base Atk +0; Grp +2; Atk Bite +3 melee (1d6+3); Full Atk Bite +3 melee (1d6+3); SA Shape Change; SQ DR 10/Silver, Iron Will, Track; AL CN; SV Fort +4, Ref +3, Will +4; Str 14, Dex 16, Con 14, Int 10, Wis 12, Cha 14.
Skills, Abilities, and Feats:
Hide +5, Move Silently +5, Listen +5, Spot +5; Iron Will, Track, Weapon Focus (Bite). DR 10/Silver: Reduces damage from non-silver weapons. Shape Change: Can change form.
Possessions: Chain Shirt, decorative Rapier, daggers.
At level 5, the character shines with Sneak Attack up to +2d6, impressive evasion, and solid resilience. This build focuses on dexterity and agility. Through their tools and abilities, this rogue is deadly in shadows. Multiattack allows the use of natural attacks effectively.
Stat Block Level 5:
White Wolf: female, human Werewolf 2/Rogue 3; CR 5; Medium humanoid (shapechanger[2]); HD 2d8+2 plus 3d6+2; hp 27; Init +3; Spd 30 ft.; AC 17, touch 13, flat-footed 14; Base Atk +2; Grp +4; Atk Rapier +4 melee (1d6+2/18-20) or Bite +5 melee (1d6+2); Full Atk Rapier +4 melee (1d6+2/18-20) and Bite +5 melee (1d6+2); SA Sneak Attack +2d6, Trapfinding; SQ Evasion, Uncanny Dodge, Shape Change, DR 10/Silver; AL Chaotic Neutral; SV Fort +5, Ref +7, Will +4; Str 14, Dex 16, Con 14, Int 10, Wis 12, Cha 14.
Skills, Abilities, and Feats:
Handle Animal +4, Knowledge (Nature) +2, Survival +4; Iron Will, Track, Weapon Focus (Bite), Weapon Finesse. Special Attacks and Qualities: Sneak Attack +2d6 – Adds extra damage when opponent is flanked or denied Dex bonus, Trapfinding – Locate traps with a DC higher than 20.
Possessions: Chain Shirt, Decorative Rapier, Daggers.
The White Wolf[1] at Level 10 boasts impressive combat and utility capabilities. With Sneak Attack combined with natural attacks, the character excels at dealing burst damage. Enhanced survival skills and animal companionship add versatility, while low-light vision and wild empathy further the character’s scouting ability.
Stat Block Level 10:
The White Wolf[1]: female, Human Werewolf 2/Rogue 6/Animal Lord 2; CR 10; Medium Humanoid (Shapechanger[2]); HD 2d8+6d6+2d10+2; hp 64; Init +7; Spd 30 ft.; AC 19, touch 13, flat-footed 16; Base Atk +8; Grp +10; Atk bite +10 melee (1d6+2) or rapier +11 melee (1d6+2); Full Atk bite +10 melee (1d6+2) and 2 claws +5 melee (1d4+1) or rapier +11 melee (1d6+2); SA Sneak Attack +3d6; SQ Evasion, Trapfinding, Trap Sense +2, Uncanny Dodge, Animal Bond, Detect Animal, Wild Empathy, Low-Light Vision, Damage Reduction 10/Silver; AL Chaotic Good; SV Fort +10, Ref +12, Will +5; Str 14, Dex 16, Con 14, Int 10, Wis 12, Cha 14.
Skills, Abilities, and Feats:
Handle Animal +7, Knowledge (Nature) +5, Survival +10; Iron Will, Track, Weapon Focus (Bite), Weapon Finesse, Improved Initiative, Multiattack. Special Attacks and Qualities: Sneak Attack deals +3d6 damage when flanking or target is flat-footed.
Possessions: Chain Shirt, decorative Rapier, daggers.
The White Wolf[1] build merges the sneakiness of a rogue with the strength of a werewolf and the transmutation skills of a warshaper. At level 15, it showcases remarkable durability, boosted natural attacks from Sneak Attack, and excels at scouting with Scent and Mindsight. Formidable due to high hit points and ability to make multiple attacks.
Stat Block Level 15:
The White Wolf[1]: female, human werewolf 2/rogue 6/animal lord 7; CR 15; Medium humanoid (shapechanger[2]); HD 15d8+30; hp 112; Init +7; Spd 30 ft.; AC 21, touch 14, flat-footed 17; Base Atk +11; Grp +14; Atk bite +19 melee (1d6+5 plus trip) or rapier +14 melee (1d6+2/18-20); Full Atk bite +19 melee (1d6+5 plus trip) and 2 claws +17 melee (1d4+2) or rapier +14/+9/+4 melee (1d6+2/18-20) and bite +14 melee (1d6+2); SA Sneak Attack +3d6, Summon Animal; SQ Evasion, Uncanny Dodge, DR 10/silver, low-light vision; AL CN; SV Fort +14, Ref +16, Will +9; Str 20, Dex 22, Con 18, Int 10, Wis 12, Cha 14.
Skills, Abilities, and Feats:
Handle Animal +6, Knowledge (Nature) +4, Survival +10; Iron Will, Track, Weapon Focus (Bite), Weapon Finesse, Multiattack, Improved Initiative, Improved Trip, Imperious Command, Improved Natural Attack (Bite). Special Attacks and Qualities: Shape Change (wolf form), Wild Empathy, Animal Bond (wolves), Detect Animal, Wild Aspect 2/Day, Animal Growth, Morphic Immunities, Morphic Weapons.
Possessions: Chain Shirt, decorative Rapier, daggers.
This build combines the abilities of a Werewolf, Rogue, Animal Lord, and Warshaper. It boasts strong natural attacks, high resilience, exceptional stealth, and impressive scouting capabilities. The character excels in combat with Sneak Attack and Multiattack feats, augmented by Warshaper’s Shape change features. The character’s skills in handling animals and survival further enhance its versatility.
Stat Block Level 20:
White Wolf: female, Human Werewolf 2/Rogue 6/Animal Lord 10/Warshaper 2; CR 20; Medium Humanoid (Shapechanger[2]); HD 2d8+6d6+10d10+2d8+84; hp 220; Init +4; Spd 30 ft.; AC 19, touch 14, flat-footed 15; Base Atk +18; Grp +20; Atk Bite +20 melee (2d6+4) or Claw +20 melee (1d6+4); Full Atk Bite +20 melee (2d6+4) and 2 claws +18 melee (1d6+4); SA Sneak Attack +3d6, Improved Trip, Improved Natural Attack (Bite), Animal Growth; SQ Evasion, Uncanny Dodge, Trap Sense +2, Shape Change, DR 10/silver, Wild Aspect 3/day, Speak with Animals, Animal Telepathy, Mindsight, Morphic Immunities, Morphic Weapons; AL CN; SV Fort +17, Ref +15, Will +10; Str 18, Dex 18, Con 18, Int 10, Wis 12, Cha 16.
Skills, Abilities, and Feats:
Handle Animal 4, Knowledge(Nature) 2, Survival 4; Iron Will, Track, Weapon Focus (Bite), Weapon Finesse, Multiattack, Improved Initiative, Imperious Command, Improved Trip, Improved Natural Attack (Bite). Special Attacks and Qualities: Shape Change – ability to shift into wolf form, Sneak Attack – deal extra damage when flanking or attacking by surprise, Wild Aspect – gain animal-like abilities, Mindsight – detect creatures within 100 feet.
Possessions: Chain Shirt, decorative Rapier, daggers.
Milestones Of Character Development
- Levels 1-5:
Start with Werewolf abilities like Shape Change and DR 10/Silver. Gain initial Rogue levels for Sneak Attack and Trapfinding. Focus on agility and subtlety. - Levels 6-10:
Continue as a Rogue, enhancing Sneak Attack, Uncanny Dodge, and gaining Multiattack. Transition into Animal Lord, acquiring Animal Bond and Wild Shape abilities for versatility. - Levels 11-15:
Deepen Animal Lord skills with Wild Aspect, Improved Trip, and Animal Growth. Acquire Speak with Animals and Summon Animal, enhancing animal communication and control. - Levels 16-20:
Conclude with advanced Animal Lord and Warshaper abilities. Gain Mindsight, Morphic Immunities, and powerful physical enhancements (+4 Str, +4 Con, +1 Dex). Become an unstoppable predator.
Core Abilities & Features of the White Wolf
Shape Change and Damage Reduction
The White Wolf[1] build kicks off with the Werewolf class, granting Shape Change and Damage Reduction 10/Silver. This significantly boosts survivability early on. Shapeshifting adds versatility in combat, while the damage reduction ensures you can withstand substantial punishment from non-silvered weapons.
Sneak Attack Synergy
With six levels in Rogue, this build leverages Sneak Attack, adding up to +3d6 extra damage. When paired with Bite and Claw attacks, it can deal high burst damage. Uncanny Dodge and Evasion enhance defensive capabilities, allowing the character to avoid traps and AoE spells effectively.
Animal Affinity
Progressing into Animal Lord further amplifies this character’s thematic edge. Abilities like Animal Bond and Speak with Animals allow for control and communication with the natural world. The bonuses from Totems, such as +4 Survival, Low-Light Vision, and Improved Trip, offer mechanical and lore-driven advantages in various scenarios.
Versatile Combat and Utility
Warshaper levels add Morphic Immunities and Morphic Weapons. This means you can adapt your combat style dynamically. Transforming limbs into powerful melee weapons or resisting critical hits gives a tactical edge. Additionally, improved Ability Scores (+4 Str +4 Con) boost both offense and defense, making you a substantial threat in prolonged encounters.
Equipment Progression
| Level Range | Equipment | Details |
|---|---|---|
| L1-5 | +1 Chain Shirt | Provides a decent AC boost while keeping movement unrestricted. Essential for a rogue’s sneaky activities. The bonus enhances survival. |
| Masterwork Rapier | Adds to attack rolls without magical investment, reaching early combat efficacy. Perfect for finesse fighting style. | |
| Cloak of Resistance +1 | Boosts all saves, valuable for surviving spells and traps at lower levels. | |
| L6-10 | +1 Mithral Chain Shirt | Greater flexibility and lower armor check penalty, it’s ideal for maximizing Dexterity benefits. |
| +1 Keen Rapier | Critical hits become more frequent, combining with sneak attack for significant damage output. | |
| Gloves of Dexterity +2 | Boosts Dexterity, improving attack rolls, AC, and key rogue skills like Stealth and Sleight of Hand. | |
| L11-15 | +2 Mithral Chain Shirt | Continues enhancing AC while keeping stealth capabilities unhindered. Essential as threats become more formidable. |
| +3 Keen Rapier | Further amplification of critical hit efficiency, crucial for dealing with tougher enemies. | |
| Ring of Protection +2 | Additional AC from deflection, offering vital defense in mid to high-level encounters. | |
| L16-20 | +3 Mithral Chain Shirt | High level of protection with minimal encumbrance, crucial for late-game survivability. |
| +4 Keen Rapier | Emphasizes critical hit potential, a key trait for maximizing damage output in high-level encounters. | |
| Amulet of Health +4 | Boosts Constitution, enhancing HP and staying power during extended combats and challenging scenarios. |
Combat Scenarios as a White Wolf
- Dungeon Crawls:
- Utilize your high Dexterity and Uncanny Dodge to navigate traps. Keep Scent active to detect hidden enemies and use Sneak Attack combined with Natural Attacks to quickly dispatch foes in narrow hallways.
- Open Fields:
- Rely on your Animal Lord abilities like Summon Animal to create chaos and distract enemies. Use Improved Initiative to act first, closing distances quickly with Wild Shape shifting to outmaneuver opponents.
- Ambushes:
- Hide and wait for enemies using your high Stealth. Use Sneak Attack for maximum damage and then disappear using the shadows. Shape Change can help you blend into the environment or escape if needed.
- Defensive Stands:
- Position yourself in a chokepoint, using Morphic Immunities to mitigate damage from ranged attackers. Summon animals to create barriers and use Improved Trip to keep enemies off balance and prevent advances.
- Urban Encounters:
- Take advantage of rooftops and alleyways using your agility. Use Mindsight to track enemies even behind walls, and utilize your Sneak Attack from unexpected angles. Disappear into the urban landscape if the fight turns against you.
Weaknesses & Counters
| Weakness | Counter |
|---|---|
| Long-range Combat | Use a Composite Longbow (Str +2) for improved ranged damage |
| Low Armor Class (AC) | Equip Bracers of Armor (+4 AC) |
| Limited Spell Resistance | Acquire a Ring of Spell Turning (3 spell levels/day) |
| Poor Fortitude Saves | Cloak of Resistance (+3 Resistance on all saves) |
| Heavy Reliance on Stealth | Invest in Boots of Elvenkind for +5 competence bonus on Move Silently checks |
| Reliance on Critical Hits | Equip Keen Rapier for extended critical hit range |
| Ineffective Against Constructs | Consider a Mace of Smiting (Extra damage to constructs) |
| Internal Conflict (Werewolf Traits) | Paladin Ally for Protection from Evil to temporarily suppress lycanthropy |
Roleplaying the White Wolf
The Urban Predator: Embrace your instinctive predatory characteristics. The White Wolf[1] flourishes in city environments, where tight alleys and dark rooftops offer many chances for surprise attacks. Picture yourself following your victims through the shadowy parts of the city, jumping from one rooftop to another with the skill of a hunter. Your senses are sharp, surpassing those of any human, enabling you to easily track prey. Take advantage of your surroundings, utilize traps and distractions.
Dual Nature: As a rogue with werewolf abilities, you embody the duality of man and beast. Roleplay the internal struggle between your human and lycanthropic sides. Perhaps there’s a constant tension in your actions and decisions, always on the brink of losing control. The full moon nights could be periods of intense drama where your party members have to deal with your transformations. This not only adds depth to your character but can lead to engaging storylines.
The Pack Leader: With high charisma and skills in Handle Animal, command respect and fear among wolves and other beasts. Roleplay your character as a natural leader, not just of animals but of people who share your ideals. You are a symbol, the White Wolf[1], a figure of myth and terror. Your presence alone can shift the dynamics of a social encounter. Use this influence to gather information or intimidate potential threats.

FAQ
What are the strengths of the White Wolf[1] build?
The White Wolf[1] build excels in versatility and survivability. Shape Change gives you combat adaptability, while Damage Reduction shields you from non-silvered attacks. Sneak Attack adds burst damage, and Uncanny Dodge helps you avoid traps. Warshaper levels further boost your combat prowess.
What is the ideal environment for the White Wolf[1]?
The White Wolf[1] thrives in urban and dungeon settings. Narrow alleys and shadowy rooftops are perfect for ambushes. Dungeons let you utilize Sneak Attack and Shape Change effectively. In open fields, use Animal Lord abilities to summon distractions and outmaneuver foes.
How do I roleplay the White Wolf[1] effectively?
Embrace your predatory nature in urban settings, stalking targets and leaping between rooftops. Explore the duality of your human and lycanthropic sides, showing internal conflict and transformations. As a natural leader, command respect among animals and inspire fear in enemies. Use your charisma to shift social encounters.
What combat tactics work best for the White Wolf[1]?
Use your high Dexterity and Uncanny Dodge to navigate traps in dungeon crawls. Summon animals in open fields to create chaos and outmaneuver enemies. In ambushes, hide and use Sneak Attack for maximum damage. For defensive stands, position in chokepoints and mitigate damage with Morphic Immunities.
How do I handle internal conflicts with Werewolf traits?
Internal conflict can be dramatic in roleplaying. A Paladin ally casting Protection from Evil can temporarily suppress lycanthropy. This adds depth to your character and can create engaging storylines. Use this tension in your actions and decisions to enhance roleplay.
Join us at Stellar Dragons!
Why not try playing with the White Wolf[1] in your next game? Do you think the White Wolf[1] could be the best build in D&D 3.5? Join the discussion on the Stellar Dragons Discord server at https://discord.gg/uAPvgEq6Z7.
The White Wolf

He hid across the plaza, swallowed by the shadows of the buildings. At first, the fires set by the guild were minimal, but now they silhouetted the various boats and shipments of cargo. The heavy lights of the entire gravekeeper corps illuminating the graveyard and its environs. Meanwhile the streets and rooftops behind him were patrolled by his girlfriend’s group of thugs and streetfighters.
There was no way out except through the plaza for her. Even so, he trembled at the idea of confronting such a mythical underworld figure.
Finally, he heard them, the howls of the White Wolf’s pack. He took a long, deep breath and walked straight to the middle of the plaza. As he walked a sense of impending doom washed over him. His neck hair stood on end and he growled under his breath. Gigantic wolves surrounded him from each alleyway that surrounded the dim lighted plaza. None were moved beyond the shadows, though, but now it was him with no way out.
-“You were looking for me. Here I am.”
The female voice made the young man’s heart jump in fear. He looked up and saw her standing at the edge of a tall building, alone, dressed in a white flowing robe. The robe was tattered and had blood splattered throughout – and clearly not her blood. She wore a white wolf mask, which concealed her face. This was the legend, and both his target and source of terror: The White Wolf.
-“I was looking for you, yes. I have a message for you.”
She took a step and dropped three stories down to the ground, the impact cracking the paved road. She slowly strode toward him and her hands turned into vicious claws.
-“Is that so?”
His heart pounded in his throat, the fear was so much he was about to get sick as she raised a clawed hand up
-“Yes, your sister is waiting for you outside the gates. She wishes to talk.” As he uttered these words she lowered her arm.
-“My sister…is here?” Her voice was no longer projected terror to the man from behind the mask, but..sorrow?
-“Yes, please, let me lead you to her.”
A long moment they stood still. His life was hanging by a thread. She simply nodded in acquiescence.
-“Yes, it is time for us to meet again.”
Race
Human
Class
Werewolf 2/Rogue 6/Animal Lord 10/Warshaper 2 (2 LA Buyback)
Ability Scores
Str 14/Dex 16/Con 14/Int 10/Wis 12/Cha 14
Skills
Handle Animal 4, Knowledge(Nature) 2, Survival 4 Equipment: Chain Shirt, a decorative Rapier and daggers I guess?
Goal
Sneak Attack + Natural Attacks work very well together. Add to this your early high resilience and your capability to disappear from sight, see people across walls with your mind, use Scent to further scout, and high hp/attacks, making you an enemy not to be trifled with.
Progression Chart
| Level | Class | HD | Feat | Special |
| 1 | Werewolf | 10 | Iron Will, Track, Weapon Focus(Bite) | Shape Change, DR 10/Silver |
| 2 | Werewolf | 1d8+2 | – | – |
| 3 | Rogue | 1d6+2 | Weapon Finesse | Sneak Attack +1d6, Trapfinding |
| 4 | Rogue | 1d6+2 | – | Evasion, +1 Dex |
| 5 | Rogue | 1d6+2 | – | Sneak Attack +2d6 |
| 6 | Rogue | 1d6+2 | Multiattack | Uncanny Dodge, Trap Sense +1 |
| 7 | Rogue | 1d6+2 | – | Sneak Attack +3d6 |
| 8 | Rogue | 1d6+2 | – | Trap Sense +2, +1 Dex |
| 9 | Animal Lord | 1d10+2 | Improved Initiative | Animal Bond, Detect Animal, Wild Empathy |
| 10 | Animal Lord | 1d10+2 | – | First Totem(+4 Survival), Low-Light Vision |
| 11 | Animal Lord | 1d10+2 | – | Wild Aspect 1/Day |
| 12 | Animal Lord | 1d10+2 | Imperious Command | Speak with Animals,+1 Cha |
| 13 | Animal Lord | 1d10+2 | – | Summon Animal |
| 14 | Animal Lord | 1d10+2 | Improved Trip | Second Totem, Wild Aspect 2/Day |
| 15 | Animal Lord | 1d10+2 | Improved Natural Attack (Bite) | Animal Growth |
| 16 | Animal Lord | 1d10+2 | – | Animal Telepathy, +1 Dex |
| 17 | Animal Lord | 1d10+2 | – | Wild Aspect 3/Day |
| 18 | Animal Lord | 1d10+2 | Mindsight | Third Totem (+2 Str) |
| 19 | Warshaper | 1d8+2 | – | Morphic Immunities, Morphic Weapons |
| 20 | Warshaper | 1d8+42 | – | +4 Str, +4 Con, +1 Dex |
Shapechanger

-“What happened to her after you defeated the beast?” Asked one of the kids, the old man across from them gave a mild chuckle, their curiosity always bringing a smile to him. He scratched his chin slowly, collecting his thoughts as the fire cracked in the fireplace. The whole inn was listening to the half-elf’s story now.
-“Well, as well traveled as I am, there were many things I could teach her, I could teach everything about listening to nature, how to hunt beasts and how to recognize plants and prints. Though, as with all teachers, there were some things I could never teach her. How to be a beast, as she already was, being a werewolf and all. She wanted to learn to better control and use that part of her. So she left too, eventually, in search of the Lady of the Woods.”
There were whispers in the inn when that name came out of the storyteller’s mouth. The traveling woman pulled out a smoke pipe and started cleaning it, and prepared some dried herbs. The half-elf continued unfazed.
-“The Lady is said to be as old as the forest, and its most ancient guardian, capable of taking the form of all the beasts who walk its depths. From the smallest insect to the most majestic dragon, she is one with each of these forms. If someone could teach our young wolf lady how to control her inner beast, it was the Lady.”
Race
Changeling
Class
Wildshaping Ranger 5(Variant)/Master of Many Forms 10/Nature’s Warrior 3/Warshaper 2
Ability Scores
Str 12/Dex 16/Con 16/Int 10/Wis 14/Cha 8
Skills
Knowledge(Nature) 8, Knowledge(the Planes) 2, Survival 8
Equipment
A shortbow, a Shortsword. Any light armor.
Goal
You are a ranger capable of Wildshaping like the druid. But you take that ability and crank it to eleven. You have more than ten uses per day, can change your form in the same use of wild shape, and can take nearly any form in the monster manual. This makes you a fantastic swiss army knife of a character, with a form for every situation, and by gaining the Extraordinary abilities of your forms, your toolset only expands even more. Take the form of a fly to spy on a conversation or the form of a friggin’ Dragon to fight virtually any enemy as two examples.
And they say only Tier 1 characters have a backpocket plan for any situation…
| Level | Class | HD | Feat | Special |
| 1 | Ranger | 11 | Track, Weapon Finesse | Wild Empathy, 1st Favored Enemy, Fast Movement |
| 2 | Ranger | 1d8+3 | – | – |
| 3 | Ranger | 1d8+3 | Endurance, Alertness | – |
| 4 | Ranger | 1d8+3 | – | Animal Companion, +1 Con |
| 5 | Ranger | 1d8+3 | – | Wildshape 1/Day, 2nd Favored Enemy |
| 6 | Nature’s Warrior | 1d10+9 | Improved Toughness | Nature’s Weapon, Wildling |
| 7 | Master of Many Forms | 1d8+4 | – | Shifter’s Speech, Improved Wildshape 2/Day, Humanoid |
| 8 | Master of Many Forms | 1d8+12 | – | Improved Wildshape 3/Day (Large), Giant, +1 Con |
| 9 | Master of Many Forms | 1d8+5 | Improved Initiative | Fast Wildshape, Improved Wildshape 4/Day, Monstrous Humanoid |
| 10 | Master of Many Forms | 1d8+5 | – | Improved Wildshape 5/Day(Tiny), Fey |
| 11 | Master of Many Forms | 1d8+5 | – | Improved Wildshape 6/Day, Vermin |
| 12 | Master of Many Forms | 1d8+5 | Combat Reflexes | Improved Wildshape 7/Day (Huge), Aberration, +1 Con |
| 13 | Master of Many Forms | 1d8+5 | – | Extraordinary Wildshape, Improved Wildshape 8/Day, Plant |
| 14 | Master of Many Forms | 1d8+5 | – | Improved Wildshape 9/Day(Diminutiv e), Ooze |
| 15 | Master of Many Forms | 1d8+5 | Robilar’s Gambit | Improved Wildshape 10/Day, Elemental |
| 16 | Master of Many Forms | 1d8+21 | – | Evershifting Form, Improved Wildshape 11/Day (Gargantuan), Dragon, +1 Con |
| 17 | Warshaper | 1d8+6 | – | Morphic Immunities, Morphic Weapons |
| 18 | Warshaper | 1d8+42 | Stand Still | +4 Str, +4 Con |
| 19 | Nature’s Warrior | 1d10+8 | – | – |
| 20 | Nature’s Warrior | 1d10+8 | – | Water’s Flow, +1 Con |
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