The Cyclopedia of Common Animals was a big help in determining base
animal stats to work with. Of course, the lycanthropic versions are somewhat
better than natural animals. Giant rats are from page 424 of the core rulebook, and were used as a
baseline here.
I threw in the giant lynx because it wasn’t any extra work and it
finishes off the “L”s.
Werebear: Init +4; Atk bite +5 melee (1d6 plus
lycanthropy) or claw +8 melee (1d6) or by weapon +6 melee (by weapon +4); AC 16
or 12; HD 7d8; MV 40’ or 30’; Act 2d20 or 1d20; SP maul (if both claws hit, 2d6
plus free bite attack), healing (up to 3 HD/day), enormous strength (+4 bonus
in humanoid form), lycanthropy, half damage from non-silver or non-magical
weapons; SV Fort +10; Ref +3; Will +8; AL C.
Although they want little to do with civilization as a rule, werebears are not usually hostile and may sometimes befriend travelers. They are capable of healing others by laying hands, healing up to 3 Hit Dice of damage each day without making a spell check. Werebears often have a good relationship with nearby animals, and use this ability to maintain it.
A humanoid bitten by a werebear must
succeed in a Fort save (DC equals 10 + damage done) or contract lycanthropy,
becoming themselves a werebear on the next full moon. Even in bear form,
werebears are aware of this danger, and do not bite victims unless they intend
to kill them.
Wereboars are not evil, but they are cantankerous and better left
alone. A humanoid bitten by a wereboar must succeed in a Fort save (DC equals
10 + damage done) or contract lycanthropy, becoming themselves a wereboar on
the next full moon. Wereboars can continue to fight at 0 hp even in human form.
Wererat: Init +4; Atk bite +2 melee (1d4+1
plus disease plus lycanthropy) or by weapon +1 melee (by weapon); AC 14 or 12;
HD 2d6+4; MV 30’ or climb 20’; Act 1d20; SP disease (DC 7 Fort save or
additional 1d6 damage), summon rat swarm, lycanthropy, half damage from
non-silver or non-magical weapons; SV Fort +5, Ref +2, Will +2; AL L.
Wererats are most often encountered in half-changed form, where they can attack with weapons or bite. Groups of 4d6 members infest sewers, wharves, dungeons, and other places where rats (or giant rats) are common.
A wererat can summon a normal rat swarm (see core rulebook, p. 424), which arrives in 1d6+1 rounds, by using an
action die. A humanoid bitten by a wererat must succeed in a Fort save (DC
equals 10 + damage done) or contract lycanthropy, becoming themselves a wererat
on the next full moon.
Weretiger: Init +5; Atk bite +5 melee (1d6) or
claw +7 melee (1d4) or by weapon +5 melee (by weapon) or spell; AC 17 or 12; HD
6d8; MV 40’ or 30’; Act 3d20 or 1d20; SP camouflage +8, rake (2d4), spellcasting,
lycanthropy, half damage from non-silver or non-magical weapons; SV Fort +5;
Ref +7; Will +5; AL N.
If a weretiger in tiger form strikes the same target with both
claws, it also rakes for an additional 2d4 damage. 50% of all weretigers are
spellcasters in human or half-human form, having spells as a level 1d3+1 wizard
with an Intelligence of 1d5+13. A humanoid bitten by a weretiger must succeed
in a Fort save (DC equals 10 + damage done) or contract lycanthropy, becoming
themselves a weretiger on the next full moon.
Werewolf: Init +5; Atk bite +8 melee (1d8+2) or by weapon; AC 16; HD 5d8; MV 40’ or 30’; Act 1d20; SP surprise +6, lycanthropy, half damage from non-silver or non-magical weapons; SV Fort +6, Ref +4, Will +5; AL C.
Werewolves are stealthy, gaining a +8 bonus to any opposed checks to surprise opponents. A humanoid bitten by a werewolf must succeed in a Fort save (DC equals 10 + damage done) or contract lycanthropy, becoming themselves a werewolf on the next full moon, and werewolves will bite victims they do not intend to kill just to pass lycanthropy on.
Giant Lynx: See the Cyclopediaof Common Animals for both common and giant varieties.

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