Werewolf
Creature 3 — beast, human, humanoid, werecreature
CrasherLANDbeasthumanoidwerecreaturecurse
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; low-light-vision, scent (imprecise) 30 feet
Languages common; Wolf Empathy
Skills acrobatics +7, athletics +9, survival +10
Str
+4
Dex
+2
Con
+2
Int
-1
Wis
+2
Cha
+1
Items Battle Axe, Composite Shortbow, Studded Leather Armor
AC 17
Fort +11
Ref +9
Will +7
HP 63
Weaknesses silver 5
Speed 25 feet
Offense
Melee Battle Axe (sweep) +11, Damage 1d8+8 slashing
Ranged Composite Shortbow (deadly-d10, reload-0) +9, range increment 60 feet, 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.
The werecreature can ask questions of, receive answers from, and use the Diplomacy skill with animals of its general kind.
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.
The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.
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.
The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.
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.
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.
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) —
WORKS WELL WITH
AnvilLANDA durable frontline blocker holds enemies in place so this heavy axe attacker can keep landing Strikes without being flanked itself.
SnareLANDA controller that pins or slows a foe keeps it within reach long enough for the werecreature's high-damage Strikes to land before it can flee.
SniperLANDA ranged attacker can finish off foes this melee brute has already softened, avoiding wasted actions chasing routed targets.
PUNISHES
✖ isolated targets✖ low Fortitude saves✖ close-quarters melee
Works well with · Punishes · Pairing advice
Unlock with Tactics
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