Werewolf
Creature 3 — beast, human, humanoid, werecreature
The curse of the werewolf—known as lycanthropy to many—instills in its carriers the hungry bloodlust and predatory instincts of the wolf. Werewolves tend to dwell on the fringes of society or in small settlements where, in their humanoid forms, they work as laborers, hunters, farmers, or trappers. At night, however, these same villagers transform into violent killers and sadistic stalkers who prey on their neighbors. Werewolves are the quintessential werecreature, and the first that comes to min
Source: pathfinder-monster-core
Perception +9
Skills acrobatics +7, athletics +9, survival +10
Str
+4
Dex
+2
Con
+2
Int
-1
Wis
+2
Cha
+1
AC 17
Fort +11
Ref +9
Will +7
HP 63
Weaknesses silver 5
Speed 25 feet
Offense
Melee Battle Axe +11, Damage 1d8+8 slashing
Ranged Composite Shortbow +9, Damage 1d6+4 piercing
Abilities
Wolf Empathy — The werewolf can communicate with canine creatures.
The werecreature can ask questions of, receive answers from, and use the Diplomacy skill with animals of its general kind.
Reactive Strike — Reactive Strike
Change Shape (concentrate, polymorph, primal) — Human
Melee fist +11 Damage 1d4+8
Animal
Speed 40 feet
Melee jaws with Knockdown
The werecreature changes into its humanoid, hybrid, or animal shape. Each shape has a specific, persistent appearance. A true werecreature's natural form is its hybrid shape.
In humanoid shape, the werecreature uses its original humanoid size, loses its jaws and claws Strikes, and gains a melee fist Strike that deals bludgeoning damage equal to the slashing damage dealt by its claw.
In animal shape, its Speed and size change to that of the animal, it gains any special Strike effects of the animal that it didn't already have (such as Grab), and it loses its weapon Strikes.
Change Shape
Curse of the Werewolf (curse, primal) — This curse affects only humanoids.
Saving Throw DC 17 Fortitude
On each full moon, the cursed creature must succeed at another Fortitude save or turn into the same kind of werecreature until dawn.
The creature is under the GM's control and goes on a rampage for half the night before falling unconscious until dawn.
Moon Frenzy (polymorph, primal) — When a full moon appears in the night sky, the werecreature must enter hybrid form, can't Change Shape thereafter, becomes one size larger, increases its reach by 5 feet, and increases the damage of its jaws by 2.
When the moon sets or the sun rises, the werecreature returns to humanoid form and is Fatigued for 2d4 hours.
Pack Attack — The werewolf's Strikes deal 1d6 extra damage to creatures within reach of at least two of the werewolf's allies.
Knockdown (Animal Shape) — Knockdown
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