Size:
Medium
Type:
Humanoid
Form:
biped
Temper:
# App:
Lair:
Diet:
carnivore
Combat Dice: 0
Hit Points: 0
Attack Rank: 0
Passive Defense: 0
Active Defense:
Damage Reduction: 0
Role: brute
Ground:
Climb/Arboreal:
Flight:
Swim:
Benthic:
Burrow:
Ethereal:

Actions/Abilities/Traits:
(D&D 5e)
Actions/Abilities/Traits: (D&D 5e)
Action
Bite (Hybrid or Wolf Form Only)
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw, or be cursed with werewolf lycanthropy.
Action
Claws (Hybrid Form Only)
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage.
Action
Multiattack (Humanoid or Hybrid Form Only)
The werewolf makes three attacks: one with its bite, and two with its claws or unarmed strike.
Action
Unarmed Strike (Humanoid Form Only)
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.
Special
Flying Pounce (Hybrid Form Only)
If the werewolf leaps at least 15 feet directly towards a creature, and then hits it with a claw attack, the target takes an additional 9 (2d8) damage and must succeed on a DC 13 Strength saving throw, or be knocked prone.
Special
Keen Hearing and Smell
The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Special
Shapechanger
The werewolf can use its action to polymorph into a wolf-humanoid hybrid, or into a wolf, or back into its true form, which is humanoid. Its statistics, other than its armor class, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Special
Standing Leap (Hybrid or Wolf Form Only)
The werewolf's long jump is up to 30 feet, and its high jump is up to 15 feet, with or without a running start.

Actions/Abilities/Traits:
(OSR)
Actions/Abilities/Traits: (OSR)
Special
|Change Shape|Curse of|Lycanthropy|Lycanthropic|Empathy
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 A slain lycanthrope reverts to its humanoid form, although it remains dead.
Special
|Change Shape|Curse of|Lycanthropy|Lycanthropic|Empathy
A natural lycanthrope's bite attack in animal or hybrid form infects a humanoid target with lycanthropy (Wand save negates). If the victim's size is not within one size category of the lycanthrope, this ability has no effect.
Special
|Change Shape|Curse of|Lycanthropy|Lycanthropic|Empathy
In any form, natural lycanthropes can communicate and empathize with animals related to their animal form. They can attempt to alter such an animal's attitude, and when so doing gain +4 bonus on any such check. Afflicted lycanthropes only gain this ability in animal or hybrid form.
Action
1 bite
2-8
Action
bite
1 * bite (2d4)
Special
Human form
Have physical characteristics reminiscent of the associated animal type.
Special
Mundane damage immunity
In animal form, can only harmed by silver weapons or magic.
Special
Languages
In human form, can speak normally. In animal form, can only speak with animals of the associated type.
Special
Armour
Not used because it hinders shape-changing.
Special
Summon animals
Can summon 1-2 animals of the associated type from the surrounding area (wererats summon giant rats). These arrive in 1d4 rounds.
Special
Wolfsbane
If hit, must save versus poison or flee in terror.
Special
Reversion
If killed, a lycanthrope reverts to its human form.
Special
Scent
Horses and some other animals can smell lycanthropes and will become afraid.
Special
Infection
A character who loses more than ½ their hit points from lycanthropes' natural attacks (i.e. bites, claws) contracts lycanthropy. Humans become were-creatures of the same type (run by the referee, henceforth); non-humans die. The disease takes full effect in 2d12 days, showing signs of infection after half the time.
Special
Leader
Groups of 5+ are led by a werewolf with 5HD (30hp). The leader gains a +2 bonus to damage rolls.

Actions/Abilities/Traits:
(Pathfinder 2e)
Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Attack of Opportunity
Ability
Change Shape
(concentrate, polymorph, primal, transmutation) Human with fist +11 for 1d4+8 bludgeoning, or wolf with Speed 40 feet and jaws with Knockdown.
Ability
Curse of the Werewolf
(curse, necromancy, primal) This curse affects only humanoids. Saving Throw DC 19 Fortitude save. On each full moon, the cursed creature must succeed at another Fortitude save or turn into a werewolf until dawn. The creature is under the GM's control and goes on a rampage for half the night before falling unconscious until dawn.
Ability
Moon Frenzy
(polymorph, primal, transmutation) When a full moon appears in the night sky, the werewolf 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 werewolf returns to humanoid form and is fatigued for 2d4 hours.
Ability
Pack Attack
The werewolf's Strikes deal 1d6 extra damage to creatures within reach of at least two of the werewolf's allies.
Ability
Wolf Empathy
(divination, primal) The werewolf can communicate with lupines.
Offense
Melee
Circumstance: combat round (melee)
battle axe +11 [+6/+1] (sweep), Damage 1d8+8 slashing
Offense
Ranged
Circumstance: combat round (ranged)
composite shortbow +9 [+4/-1] (deadly 1d10, range increment 60 feet, reload 0), Damage 1d6+4 piercing
Trait
Beast
A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.
Trait
Human
A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.
Trait
Humanoid
Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
Trait
Werecreature
These shapechanging creatures either are naturally able to shift between animal, humanoid, and hybrid forms or are afflicted with a curse that forces them to shift involuntarily.
Item
battle axe
composite shortbow (20 arrows)
studded leather armor
Language
Common
wolf empathy
Perception
low-light vision
scent (imprecise) 30 feet
Weakness
silver 5
Shapechangers with a human and an animal form.
OSE