Size:
Medium
Type:
Humanoid
Form:
biped
Temper:
# App:
± 1d6, Wild 2d6, Lair 2d6
Lair:
Diet:
carnivore
Combat Dice:
0
Hit Points:
0
Attack Rank:
0
Passive Defense:
0
Active Defense:
Damage Reduction:
0
Role:
brute
Ground:
± 60'
Climb/Arboreal:
Flight:
Swim:
Benthic:
Burrow:
Ethereal:
Actions/Abilities/Traits: Basic Fantasy
Actions/Abilities/Traits: Basic Fantasy
Offense
1 bite
Circumstance: Combat
1 bite
Environments
any
Ferocious predators equally willing to eat animal or human flesh
Werewolves may be found anywhere humans are found. They are ferocious predators, equally willing to eat animal or human flesh. Unlike most lycanthropes, werewolves have no distinguishing features in human form, making them very hard indeed to identify.
Though they usually have only the usual human and animal forms, there are rumors of some who are also able to assume a wolfman form. In this form they may choose to either bite or use a weapon, and may change back and forth each round. As with the animal form, the wolfman form is hit only by silver or magical weapons.
Basic Fantasy Role-Playing Game
Actions/Abilities/Traits: Basic Fantasy
Actions/Abilities/Traits: BECMI
Actions/Abilities/Traits: BECMI
Action
1 bite
2-8
Actions/Abilities/Traits: BECMI
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: D&D 5e
Actions/Abilities/Traits: OSE
Actions/Abilities/Traits: OSE
Environments
forest
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: OSE
Actions/Abilities/Traits: OSRIC
Actions/Abilities/Traits: OSRIC
Environments
Frequency:
Common
forest
Offense
1 Attack
Circumstance: Combat
2d4
Offense
Special Attacks
Circumstance: Combat
Surprises on 1-3 in 6
Defense
Special Defenses
Circumstance: Combat
Hit only by silver or magic weapons
Treasure
Treasure: 1d8×1,000 cp (50%), 1d6×1,000 sp (25%), 1d4×1,000 ep (25%), 1d3×1,000 gp (25%), 1d8 gems (30%), 1d4 jewellery (20%), sword, armour, or misc. weapon (10%)
Special
Surprise
Surprises on 1-3 in 6.
Semi-intelligent pack hunters
A werewolf may be of either sex and of any build. When in wolf form, the lycanthrope tends to walk on its back legs. If a werewolf pack numbers 5 to 8, then it will be a family pack which consists of a male, a female and 3-6 younger werewolves ranging from 60% to 90% mature.
When in its pack, the male will fight at +2 and deal full damage if the female has been attacked. The female will attack with a +3 bonus "to hit" and will do full damage if her cubs are threatened. The cubs will attack with a penalty of -4 to -1 depending on their stage of maturity and deal 1d4+1 hp per attack. Any pack may also include wolfweres (wolves who can assume human form).
OSRIC
Actions/Abilities/Traits: OSRIC
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
Actions/Abilities/Traits: Pathfinder 2e
Ferocious predators equally willing to eat animal or human flesh
Werewolves may be found anywhere humans are found. They are ferocious predators, equally willing to eat animal or human flesh. Unlike most lycanthropes, werewolves have no distinguishing features in human form, making them very hard indeed to identify.
Though they usually have only the usual human and animal forms, there are rumors of some who are also able to assume a wolfman form. In this form they may choose to either bite or use a weapon, and may change back and forth each round. As with the animal form, the wolfman form is hit only by silver or magical weapons.
Basic Fantasy Role-Playing Game
Shapechangers with a human and an animal form.
OSE
Semi-intelligent pack hunters
A werewolf may be of either sex and of any build. When in wolf form, the lycanthrope tends to walk on its back legs. If a werewolf pack numbers 5 to 8, then it will be a family pack which consists of a male, a female and 3-6 younger werewolves ranging from 60% to 90% mature.
When in its pack, the male will fight at +2 and deal full damage if the female has been attacked. The female will attack with a +3 bonus "to hit" and will do full damage if her cubs are threatened. The cubs will attack with a penalty of -4 to -1 depending on their stage of maturity and deal 1d4+1 hp per attack. Any pack may also include wolfweres (wolves who can assume human form).
OSRIC