Werewolf
Medium Humanoid
- Armor Class: 12
- Hit Points: 58 (9d8+18)
- Speed: walk 30 ft.
- Challenge Rating: 3 (700 XP)
- Source: A5e Monstrous Menagerie, page 315
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 14 (+2) |
14 (+2) |
14 (+2) |
10 (+0) |
10 (+0) |
10 (+0) |
- Skills: perception +2, stealth +4, survival +2
- Damage Immunities: damage from nonmagical, non-silvered weapons
- Senses: darkvision 30 ft. (wolf or hybrid form only), passive Perception 14
- Languages: Common
Special Abilities
- Keen Hearing and Smell: The werewolf has advantage on Perception checks that rely on hearing or smell.
- Pack Tactics: The werewolf has advantage on attack rolls against a creature if at least one of the werewolfs allies is within 5 feet of the creature and not incapacitated.
Actions
- Multiattack: The werewolf makes two melee attacks only one of which can be with its bite.
- Greatclub (Humanoid or Hybrid Form Only): Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage.
- Claw (Wolf or Hybrid Form Only): Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.
- 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 makes a DC 12 Constitution saving throw. On a failure it is cursed with werewolf lycanthropy.
Bonus Actions
- Shapeshift: The werewolf changes its form to a wolf, a wolf-humanoid hybrid, or into its true form, which is a humanoid. While shapeshifted, its statistics are unchanged. It can't speak in wolf form. Its equipment is not transformed. It reverts to its true form if it dies.
- Frenzied Bite (While Bloodied: The werewolf makes a bite attack.
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