• Werewolf (2)
    +2 Strength, +2 Constitution, -2 Intelligence
    : Lycanthropy makes werewolves hardy creatures, but they tend to rely on brawn over brains.
  • Werewolves are humanoids, with the (demon, outsider, shapechanger) subtypes.  These subtypes do not grant the werewolf any racial traits, but he is subject to spells and effects that target demons, outsiders, and shapechangers, as well as humanoids.
  • Medium: As Medium creatures, werewolves have no special bonuses or penalties due to their size.
  • Fast Speed: Werewolves are fast for their size, with a base speed of 40 feet.
  • Kicked Puppy: Werewolf characters gain a +1 natural armor bonus to Armor Class.
  • Low-Light Vision: A werewolf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
  • Natural Proficiencies: A werewolf is proficient with all Close-group weapons, and always treats Martial Knowledge (Close, Natural) as class skills.
  • Pointy Bits A werewolf has a bite attack that deals 1d6 points of damage.  He also two claw attacks that deal the same damage as his unarmed strike; he is considered armed when attacking with these claws, and can deal lethal slashing damage without taking a penalty to his attack roll.  A werewolf's claw attacks may be used as though they were monk weapons for all monk features when applicable, even if those features normally preclude the use of natural weapons.
  • What a Dog: Werewolves have sharper senses than others, gaining a +2 racial bonus on Survival and Perception checks.
  • Automatic Languages: Werewolves speak Abyssal or Infernal, depending on which is the common language of their native netherworld (as determined by the GM as the start of the campaign).  They also speak the player's choice of either English or Japanese.  Werewolves with high Intelligence scores may also select any bonus language, except for secret languages (secret as druidic).
  • Level Adjustment: Werewolves have a +1 level adjustment.

Finally, All werewolves possess the following capability.

  • Reformed Demon:  A demon so holy and valiant that he finds himself out of place within the Netherworld may opt to become an Angel Trainee, either willlingly or by exile from the Netherworld's Overlord. Either way, they must be trained in Celestia over the course of two weeks to become a Reformed Demon. and must be accepted by a Seraph Angel to be nominated as an Angel Trainee. If the Demon succeeeds his training, he loses all of his Demon abilities and gains Angel abilities instead. Though they essentially become angels, Reformed Demons maintain their frightening demonic appearance, the only difference being a shift of eye color from blood red to a light blue or golden color, as a sign of their reformed nature.