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