Many people don't understand the explanation for the slaughter of werewolves

Werewolf

Werewolf, HumanForm

Medium-sized humanoids (humans, shapeshifters)

Life dice: 1d8+1 plus 2d8+6 (20hp)

First strike: +4

Speed: 30 feet (6 blocks)

Defense Level: 17 (+2 Innate, +4 Chain Armor, +1 Light Shield), 10 Contact, 17 Caught Off Guard

Basic Attack/Grappling: +2/+3

Attack: +3 melee (1d8+1/19-20) for sword, or +2 ranged (1d8/19-20) for light crossbow

Full Turn: +3 Melee (1d8+1/19-20) for Longsword or +2 Ranged (1d8/19-20) for Light Crossbow

Occupy/Reach: 5'/5'

Special Attacks:-

Characteristics: Changing form, understanding wolf nature, dim vision, sensitive sense of smell

Immunity: Tenacity +6, Reflex +3, Will +2

Attributes: Strength 13, Agility 11, Constitution 12, Intelligence 10, Perception 11, Charisma 8

Skills: Taming Animals +1, Hiding +1, Listening +1, Stealth +2, Scouting +1, Survival +2

Specialty: Mastery of First Strike, Iron Will, Stealth, Tracking, Specialized Weapon (Bite Skill)

Area: Temperate forest

Organization: Solitary, in pairs, in teams (6-10), or in groups (2-5 plus 5-8 wolves)

Challenge Level: 3

Treasure: Standard

Faction: Always chaotic and evil

Evolution: Depends on the character's class

Level adjustment: +3

Werewolf, WolfForm

Medium-sized humanoids (humans, shapeshifters)

Life dice: 1d8+1 plus 2d8+6 (20hp)

First strike: +6

Speed: 50 feet (10 blocks)

Defense Level: 16 (+2 Agility, +4 Innate), 12 Contact, 14 Caught Off-Guard

Base Attack/Grappling: +2/+4

Attack: Bite +5 Melee (1d6+3)

Full Turn: Bite +5 Melee (1d6+3)

Occupy/Reach: 5'/5'

Special Attack: Beast Curse, Mixed Fall

Traits: Morphology, Wolf Nature, Damage Reduction 10/Silver, Dim Vision, Sensitive Sense of Smell

Immunity: Tenacity +8, Reflex +5, Will +2

Attributes: Strength 15, Agility 15, Constitution 16, Intelligence 10, Perception 11, Charisma 8

Skills: Taming Animals +1, Hiding +6, Listening +1, Stealth +6, Scouting +1, Survival +2*

Specialty: Mastery of First Strike, Iron Will, Stealth, Tracking, Specialized Weapon (Bite Skill)

Area: Temperate forest

Organization: Solitary, in pairs, in teams (6-10), or in groups (2-5 plus 5-8 wolves)

Challenge Level: 3

Treasure: Standard

Faction: Always chaotic and evil

Evolution: Depends on the character's class

Level adjustment: +3

Werewolf, HybridForm

Medium-sized humanoids (humans, shapeshifters)

Life dice: 1d8+1 plus 2d8+6 (20hp)

First strike: +6

Speed: 30 feet (6 blocks)

Defense Level: 16 (+2 Agility, +4 Innate), 12 Contact, 14 Caught Off-Guard

Base Attack/Grappling: +2/+4

Attack: Claw Grab +4 Melee (1d4+2)

Full Turn: 2 Claw Grab +4 Melee (1d4+2) and Bite +0 Melee (1d6+1)

Occupy/Reach: 5'/5'

Special Attack: Beast Curse

Traits: Morphology, Wolf Nature, Damage Reduction 10/Silver, Dim Vision, Sensitive Sense of Smell

Immunity: Tenacity +8, Reflex +5, Will +2

Attributes: Strength 15, Agility 15, Constitution 16, Intelligence 10, Perception 11, Charisma 8

Skills: Taming Animals +1, Hiding +6, Listening +1, Stealth +6, Scouting +1, Survival +2*

Specialty: Mastery of First Strike, Iron Will, Stealth, Tracking, Specialized Weapon (Bite Skill)

Area: Temperate forest

Organization: Solitary, in pairs, in teams (6-10), or in groups (2-5 plus 5-8 wolves)

Challenge Level: 3

Treasure: Standard

Faction: Always chaotic and evil

Evolution: Depends on the character's class

Level adjustment: +3

Werewolves in their humanoid form do not have a distinctly peculiar appearance.

fight

In the wolf form, werewolves can perform mixed and thrown like normal wolves. Although werewolves in their hybrid form can usually attack without weapons, they can still attack with weapons and use their bite attacks as a secondary innate attack.

Morph (Su): Werewolves can change into wolf form or bipedal hybrid form.

Beast Curse (Su): Any humanoid or giant human creature hit by a werewolf's bite attack in an animal or hybrid form must pass a DC15 Tenacity Immunity check or risk contracting bestiality.

Mix and Fall (Ex): Once a werewolf in wolf form hits an opponent with a bite attack, he can use an instant action to unleash a mix and fall on the opponent (+2 check adjustment value), which will not trigger an opportunistic attack. Even if the attempt fails, the opponent cannot throw the werewolf in turn.

Understanding Wolf Nature (Ex): Able to communicate with wolves and ferocious wolves, and grants a +4 race bonus when performing charisma-based checks against wolves and ferocious wolves.

Skill: *Werewolves in hybrid or wolf form gain +4 race bonus when performing a survival check while tracking with their sense of smell.

The werewolf described here is a level 1 human warrior and is a natural beast, and its basic stat values are as follows: strength 13, agility 11, constitution 12, intelligence 10, perception 9, and charisma 8.

From the above data camp, it can be seen that most werewolves are always in a state of chaos and evil, which means that they are more dangerous than most beasts, and are basically equivalent to abyss demons. Werewolves will only do two things when they encounter ordinary people, one is to eat, and the other is to bite and wait for the beast virus to attack and become one of them.