Werewolf
Lycanthropy is a supernatural condition that causes a person to periodically transform into a were-creature: an unnatural crossing between beast and man, mer, or beastfolk. Originally created by the Daedric Prince Hircine, it has been called a disease, a curse, and a blessing. Lycanthropy is contagious, and not selective about who it afflicts; most mortal races are susceptible to it.
There are several known strains of this condition, most of which are specific to certain regions of Tamriel. However, the most common strain - which causes the afflicted to turn into werewolves - is known to occur across the whole of the continent. Strictly speaking, the word "lycanthrope" originally referred only to this strain, but it has long been used to refer to anyone who undergoes a similar beast transformation.
CR: +2
Size and Type: The creature (referred to hereafter as the base creature) gains the shapechanger subtype.A werewolf in hybrid form is large.
AC: In hybrid form the werewolf has the natural armor bonus of +6.
Hp: A werewolf gains 5d8
Defensive Abilities: A werewolf gains DR 10/silver in all forms. Fast healing 5
Speed: Same as the base creature, depending on which form the werewolf is using. Hybrids use the base Animal's speed(50).
Melee: A werewolf gains a bite attack (1d8+Str+Trip), 2 Claw attacks (1d6+Str+Trip) in hybrid form.
Special Attacks: A werewolf retains all the special attacks, qualities, and abilities of the base creature. In hybrid it gains the special attacks, qualities, and abilities of the base animal. A werewolf also gains low-light vision, scent, and the following:
Change Shape (Su) All werewolves have two forms—a humanoid form, an a hybrid form. Equipment does not meld with the new form between humanoid and hybrid form, but does between those forms. An werewolf can assume hybrid form for 25 rounds as a move-equivalent action by making a DC 15 Constitution check, or humanoid form as a move-equivalent action by making a DC 20 Constitution check. On nights when the full moon is visible, an werewolf gains a +5 morale bonus to Constitution checks made to assume hybrid form, but a –5 penalty to Constitution checks made to assume humanoid form. An werewolf reverts to its humanoid form automatically with the next sunrise, or after 8 hours of rest, whichever comes first. A slain werewolf reverts to its humanoid form, although it remains dead.
Curse of Beast (Su) A werewolf's bite attack in hybrid form infects a humanoid target with werewolfism (Fortitude DC 15 negates). If the victim's size is not within one size category of the werewolf, this ability has no effect.
Lycanthropic Empathy (Ex) In any form, werewolves can communicate and empathize with animals related to their animal form. They can use Diplomacy to alter such an animal's attitude, and when so doing gain a +4 racial bonus on the check.
Gorging: When feeding of bodies of the dead creatures a werewolf gains 2d4 health and an extra 5 rounds in hybrid form.(Can not be undead or anything else that is not living).
Gorging is a move-equivalent action
Howl of Terror: A werewolf can make an Intimidate check against all that can hear him.The werewolf uses his strength modifier instead of his charisma. A werewolf can only howl ever 10 rounds.
Ability Scores: +2 Wis, in all forms; +8 Str,+2 dex, +4 Con in hybrid and animal forms. Werewolves have enhanced senses but are not fully in control of their emotions and animalistic urges. In addition to these adjustments to the base creature's stats, a werewolf's ability scores change when he assumes hybrid or animal form. In human form, the werewolf's ability scores are unchanged from the base creature's form.
Feats: Run, Skill Focus (Perception), Weapon Focus (bite).
I believe it's balanced when compared to the vampires. I based the time you could be in werewolf form off Skyrim and gorging. I hope it's ok I coped the Elder Scrolls Pathfinder Conversion WIP to my docs so I can edit my own version.