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D&D · SRD 5.1 (5e, 2014)

Werewolf (Lycanthrope) Medium Humanoid (Human, Shapechanger), Chaotic Evil

Armor Class
11
Hit Points
58 (9d8 + 18)
Speed
30 ft. (40 ft. in wolf form)
STRDEXCONINTWISCHA
SCORE151314101110
MOD+2+1+2+0+0+0
SAVE+2+1+2+0+0+0
Skills
Perception +4, Stealth +3
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)
CR
3 (XP 700)

Traits

Shapechanger. 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.

Keen Hearing and Smell. The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions

Multiattack (Humanoid or Hybrid Form Only). The werewolf makes two attacks: two with its spear (humanoid form) or one with its bite and one with its claws (hybrid form).

Bite (Wolf or Hybrid Form Only). 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.

Claws (Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (2d4 + 2) Slashing damage.

Spear (Humanoid Form Only). 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.

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Includes material from the System Reference Document (SRD 5.2.1 / 5.1) by Wizards of the Coast, licensed under CC BY 4.0. Legal