Library / Bestiary

Werewolf

CR 2.00 Humanoid CE Medium HD 2
HP
19 (2d10+4)
AC
17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
Init
+5
Speed
30 ft. (20 ft. in armor)
Fort
+5
Ref
+1
Will
+2 (+3 vs. fear)
BAB
+2
CMB
+5
CMD
16
Melee
longsword +5 (1d8+4/19-20)
Ranged
light crossbow +3 (1d8/19-20)
Defensive Abilities
bravery +1
str
17
+3
dex
13
+1
con
14
+2
int
8
-1
wis
14
+2
cha
8
-1

Weapons: Simple

change shape (human, hybrid, and wolf; polymorph)

lycanthropic empathy (wolves and dire wolves)

Universal Monster Rules

Change Shape (human, hybrid, and wolf; polymorph) Su from Universal Monster Rule
A creature with this special quality has the ability to assume the appearance of a specific creature or type of creature (usually a humanoid), but retains most of its own physical qualities. The creature cannot change shape to a form more than one size category smaller or larger than its original form. This ability functions as a polymorph spell, the type of which is listed in the creature's description, but the creature does not adjust its ability scores (although it gains any other abilities of the creature it mimics). Unless otherwise stated, it can remain in an alternate form indefinitely. Some creatures, such as lycanthropes, can transform into unique forms with special modifiers and abilities. These creatures do adjust their ability scores, as noted in their descriptions.
Lycanthropic Empathy (wolves and dire wolves) Ex from Universal Monster Rule
In any form, natural lycanthropes can communicate and empathize with animals related to their animal form. They can use Diplomacy to alter such an animal's attitude, and when so doing gain a +4 racial bonus on the check. Afflicted lycanthropes only gain this ability in animal or hybrid form.

Special Abilities

Bravery +1 from text

Feats, Traits & Items

Cleave from Feat

As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.

Combat Reflexes from Feat

You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.

You get a +4 bonus on initiative checks.

Calculated: +4 Initiative
Power Attack from Feat

You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Climb +3, Intimidate +4, Perception +4

Details
Type
Humanoid
Alignment
CE
Size
Medium
Environment
any land
Organization
solitary, pair, or pack (3-6)
Treasure
NPC gear (chainmail, longsword, light crossbow with 20 bolts, other treasure)
Senses
low-light vision, scent; Perception +4
Languages
Common
Source
Bestiary
Source

Bestiary

Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
4 House/Core
View references and cross-links for Werewolf

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