Monster Dossier

Werewolf

Werewolf is a fantasy monster entry from source B1.

Level 3

Traits

cemediumbeasthumanhumanoidwerecreature

Rules & statistics

Monster Profile

Perception

9

Senses

  • Name
    low-light vision
  • Type
    imprecise
    Name
    scent
    Range
    30

Languages

Languages
  • common
Abilities
  • wolf empathy

Skills

Acrobatics
7
Athletics
9
Survival
10

Ability Mods

Str
4
Dex
2
Con
2
Int
-1
Wis
2
Cha
1

Items

  • battle axe
  • composite shortbow (20 arrows)
  • studded leather armor

Defenses

Ac
19
Saving Throws
Fort
11
Ref
9
Will
7
Hp
  • Hp
    63
Weaknesses
  • Amount
    5
    Name
    silver

Speed

Walk
25

Attacks

  • Range
    Melee
    Name
    battle axe
    Attack
    11
    Traits
    • sweep
    Damage
    1d8+8 slashing
    Types
    • slashing
  • Range
    Melee
    Name
    claw
    Attack
    11
    Traits
    • agile
    Damage
    1d6+8 slashing
    Types
    • slashing
  • Range
    Melee
    Name
    jaws
    Attack
    11
    Effects
    • curse of the werewolf
    Damage
    1d8+8 piercing plus curse of the werewolf
    Types
    • piercing
  • Range
    Ranged
    Name
    composite shortbow
    Attack
    9
    Traits
    • deadly
    • range increment
    • reload
    Damage
    1d6+4 piercing
    Types
    • piercing

Abilities

Top
  • Traits
    • divination
    • primal
    Entries
    • The werewolf can communicate with lupines.
    Name
    Wolf Empathy
Mid
  • Activity
    Number
    1
    Unit
    reaction
    Name
    Attack of Opportunity
Bot
  • Activity
    Number
    1
    Unit
    action
    Traits
    • concentrate
    • polymorph
    • primal
    • transmutation
    Entries
    • Human with fist +11 for 1d4+8 bludgeoning, or wolf with Speed 40 feet and jaws with Knockdown.
    Name
    Change Shape
  • Traits
    • curse
    • necromancy
    • primal
    Entries
    • Saving Throw 19 Fortitude.
    Name
    Curse of the Werewolf
  • Traits
    • polymorph
    • primal
    • transmutation
    Entries
    • 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.
    Name
    Moon Frenzy
  • Entries
    • The werewolf's Strike||Strikes deal 1d6 extra damage to creatures within reach of at least two of the werewolf's allies.
    Name
    Pack Attack

Background

Lore

No lore provided.