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Lycanthrope, Werewolf




This muscular creature has a man’s body but the snarling head and fur coat of a wolf.

Werewolf (Human Form)
CR 2

XP 600
Human natural werewolf fighter 2
CE Medium humanoid (human, shapechanger)
Init +5; Senses low-light vision, scent; Perception +4

DEFENSE

AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
hp 19 (2d10+4)
Fort +5, Ref +1, Will +2 (+3 vs. fear)
Defensive Abilities bravery +1

OFFENSE

Speed 30 ft. (20 ft. in armor)
Melee longsword +5 (1d8+4/19–20)
Ranged light crossbow +3 (1d8/19–20)

STATISTICS

Str 17, Dex 13, Con 14, Int 8, Wis 14, Cha 8
Base Atk +2; CMB +5; CMD 16
Feats Cleave, Combat Reflexes, Improved Initiative, Power Attack
Skills Climb +3, Intimidate +4, Perception +4
Languages Common
SQ change shape (human, hybrid, and wolf; polymorph), lycanthropic empathy (wolves and dire wolves)

Werewolf (Hybrid Form) CR 2

XP 600
Human natural werewolf fighter 2
CE Medium humanoid (human, shapechanger)
Init +5; Senses low-light vision, scent; Perception +4

DEFENSE

AC 22, touch 12, flat-footed 20 (+6 armor, +2 Dex, +4 natural)
hp 21 (2d10+6)
Fort +6, Ref +2, Will +2 (+3 vs. fear)
Defensive Abilities bravery +1; DR 10/silver

OFFENSE

Speed 30 ft. (20 ft. in armor)
Melee longsword +6 (1d8+6/19–20), bite +1 (1d6+1 plus trip and curse of lycanthropy)
Ranged light crossbow +4 (1d8/19–20)

STATISTICS

Str 19, Dex 15, Con 17,Int 8, Wis 14, Cha 8
Base Atk +2; CMB +6; CMD 18
Feats Cleave, Combat Reflexes, Improved Initiative, Power Attack
Skills Climb +4, Intimidate +4, Perception +4
Languages Common
SQ change shape (human, hybrid, and wolf; polymorph), lycanthropic empathy (wolves and dire wolves)

SPECIAL ABILITIES

Bravery (Ex)

As the sample werewolf is a 2nd level fighter, it gains a +1 bonus on Will saves against fear.

Change Shape (Su)

All lycanthropes have three forms—a humanoid form, an animal form, and a hybrid form. Equipment does not meld with the new form between humanoid and hybrid form, but does between those forms and animal form. A natural lycanthrope can shift to any of its three alternate forms as a move-equivalent action. An afflicted lycanthrope can assume animal or hybrid form as a full-round action by making a DC 15 Constitution check, or humanoid form as a full-round action by making a DC 20 Constitution check. On nights when the full moon is visible, an afflicted lycanthrope gains a +5 morale bonus to Constitution checks made to assume animal or hybrid form, but a –5 penalty to Constitution checks made to assume humanoid form. An afflicted lycanthrope reverts to its humanoid form automatically with the next sunrise, or after 8 hours of rest, whichever comes first. A slain lycanthrope reverts to its humanoid form, although it remains dead.

Lycanthropic Empathy (Ex)

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.

Curse of Lycanthropy (Su)

A natural lycanthrope’s bite attack in animal or hybrid form infects a humanoid target with the lycanthropy curse (Fortitude DC 15 negates). If the victim’s size is not within one size category of the lycanthrope, this ability has no effect.

Lycanthropy

Type curse, injury; Save Fortitude DC 15 negates, Will DC 15 to avoid effects

Onset the next full moon; Frequency on the night of every full moon or whenever the target is injured.

Effect target transforms into a wolf under the GM’s control until the next morning

When a PC becomes a lycanthrope, you as the GM have a choice to make. In most cases, you should take control of the PC’s actions whenever he is in hybrid or animal form—lycanthropy shouldn’t be a method to increase a PC’s power, after all, and what an afflicted lycanthrope does while in animal or hybrid form is often at odds with what the character would actually want. If a player wants to play a lycanthrope, he should play a natural lycanthrope and follow the guidelines for playing a character of a powerful race.

Trip (Ex)

A werewolf in hybrid form can attempt to trip its opponent as a free action without provoking an attack of opportunity if it hits with its bite attack. If the attempt fails, the werewolf is not tripped in return.

ECOLOGY

More About Werewolves

Werewolves are hunters and scavengers. They usually live in packs, as loners tend to run wild or slip up without a pack to support and protect them, and thus get themselves killed by authorities or adventurers relatively quickly. When a number of werewolf packs exist in an area, the strongest leader among the packs generally asserts authority as a pack lord, and all werewolves in the area defer to her or risk her wrath, often creating a stable situation—at least until her strength falters.

Most of the few werewolf adventurers constantly fight a losing battle against their own impulses, hoping to find a cure or a method of staving off the beast within over the course of their travels. A rare few werewolves cling more steadily to their humanity, and use their dread powers to advance external goals, rather than merely battling the monster inside themselves.

Source Pathfinder Player Companion: Blood of the Moon

Environment any land
Organization solitary, pair, or pack (3–6)
Treasure NPC gear (chainmail, longsword, light crossbow with 20 bolts, other treasure)

In their humanoid form, werewolves look like normal people, though some tend to look a bit feral and have wild hair. Eyebrows that grow together, index fingers longer than the middle fingers, and strange birthmarks on the palm of the hand are all commonly accepted indications that a person is in fact a werewolf. Of course, such telltale signs are not always accurate, for such physical traits exist in normal people as well, but in areas where werewolves are a common problem, the traits can be damning regardless.

Of all the various types of lycanthropes, it is the werewolf that is the most widespread and the most feared. Stories of werewolves haunting lonely forest roads, prowling misty moors on the outskirts of rural societies, or dwelling in the shadows of the largest cities are widespread as well. In most societies, werewolves are feared and despised—and with good reason, as the typical werewolf personifies all that is savage and bestial in a lycanthrope. This isn’t to say that good-aligned werewolves are unknown, but they’re certainly a minority among their kind, and most werewolves are evil murderers who delight in the hunt and the succulent taste of raw meat.

Just as wolves are pack animals, werewolves have been known to gather in colonies and live among their own kind, humanoid by day and beast at night. Visitors to werewolf villages are generally rushed out of town before nightfall so as not to discover the citizenry’s dark secret—unless, of course, the pack decides that the unlucky visitor won’t be missed by friends back home.