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 (20 arrows), studded leather armor
Wolf Empathy (divination, primal) The werewolf can communicate with lupines.
AC 19; Fort +11, Ref +9, Will +7
HP 63; Weaknesses silver 5
Attack of Opportunity
Speed 25 feet
Melee battle axe +11 (sweep), Damage 1d8+8 slashing
Melee claw +11 (agile), Damage 1d6+8 slashing
Melee jaws +11, Damage 1d8+8 piercing plus curse of the werewolf
Ranged composite shortbow +9 (deadly 1d10, range increment 60 feet, reload 0), Damage 1d6+4 piercing
Change Shape (concentrate, polymorph, primal, transmutation) Human with fist +11 for 1d4+8 bludgeoning, or wolf with Speed 40 feet and jaws with Knockdown.
Curse of the Werewolf (curse, necromancy, primal); Saving Throw DC 19 Fortitude
Moon Frenzy (polymorph, primal, transmutation)
Pack Attack The werewolf’s Strikes deal 1d6 extra damage to creatures within reach of at least two of the werewolf’s allies.
Werewolf
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 mind when most people speak of such beings.
Although most werewolves hide their curse by adopting solitary lifestyles, some retain the pack mentality of true wolves. A small group of such werewolves typically forms a family-like pack, with the eldest or most powerful serving as the leader; new pack mates are hand-chosen and inculcated into the family as its influence grows.