Werewolf

The Werewolf is a Level 3 creature, with Armor Class 19 and 63 hit points. A dual-natured hunter that blends human intellect with lupine ferocity, thriving in coordinated pack assaults.

Werewolf, original Pathfinder 2e monster artwork by ZapGM

Stat Block

Abilities & Attacks

- **Wolf Empathy** (divination, primal) The werewolf can communicate with lupines. - **Attack of Opportunity** - **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 19 Fortitude. - **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. - **Pack Attack** The werewolf's Strike deal 1d6 extra damage to creatures within reach of at least two of the werewolf's allies.

Common Questions

How much HP does a Werewolf have?

63 hit points.

What level is a Werewolf?

Level 3.

What is a Werewolf's Armor Class?

AC 19.

How fast can a Werewolf move?

Speed 25 ft.

Use Werewolf at your table

Original custom artwork found nowhere else on the web, free to view. Copy-paste the full stat block straight into your notes, a Word doc, or your VTT, or sign in to claim Werewolf into a ZapGM campaign and customize it further.

Official stats from the Pathfinder 2e (Second Edition) System Reference Document (SRD), free to use under the ORC open license.

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