Werewolf
Medium Humanoid (human), chaotic evil
- Armor Class
- 11 (11 in humanoid form, 12 (natural armor) in wolf or hybrid form)
- Hit Points
- 58 (9d8+18)
- Speed
- notes 40 ft. in wolf form ft., walk 30 ft.
- Challenge Rating
- 3
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 15 (+2) | 13 (+1) | 14 (+2) | 10 (+0) | 11 (+0) | 10 (+0) |
- Damage Immunities
- bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
- Senses
- passive Perception 14
- Languages
- Common (can't speak in wolf form)
Special Abilities
The werewolf can use its action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Actions
The werewolf makes two attacks: two with its spear (humanoid form) or one with its bite and one with its claws (hybrid form).
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werewolf lycanthropy.
Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (2d4 + 2) slashing damage.
Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.