Medium Humanoid (Human, Shapechanger), Chaotic Evil
Armor Class 11 in humanoid form, 16 in wolf or hybrid form
Hit Points 58 (9d8 + 18)
Speed 30 ft.
STR
15 (+2)
DEX
13 (+1)
CON
14 (+2)
INT
10 (+0)
WIS
11 (+0)
CHA
10 (+0)
Skills Perception +4, Stealth +3
Damage Vulnerabilities Necrotic
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Senses Passive Perception 14
Languages Common (can't speak in wolf form)
Challenge 7 (2,900 XP)
Proficiency Bonus +3
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.

Regeneration. The werewolf regains 5 hit points at the start of its turn. If the werewolf takes necrotic damage, this trait doesn’t function at the start of the lich’s next turn. The lich dies only if it starts its turn with 0 hit points and doesn’t regenerate.

Spellcasting. The werewolf is a 8th-level Golgari spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +5 to hit with spell attacks). The werewolf has the following wizard spells prepared:

cantrips (at will): acid splash, [Tooltip Not Found], poison spray, prestidigitation

1st level (4 slots): entangle, magic missile, ray of sickness

2nd level (3 slots): Melf’s acid arrow, ray of enfeeblement, spider climb, web, flame blade

3rd level (3 slots): bestow curse, fear, vampiric touch

4th level (3 slots): blight, guardian of nature

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: 12 (2d8 + 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.

Feral Swipe. Melee Spell Attack: +9 to hit, reach 5 ft., one creature. Hit: 14 (4d6) radiant damage, and the target must succeed on a DC 17 Constitution saving throw or be blinded for 1 minute. The blinded target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. While the target is blinded the target regards every other creature as hostile, and has their intelligence dropped to 5. (2 charges or LR)

Reactions

Misty Escape. The werewolf can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell. (2 charges per SR)

Description

A werewolf is a savage predator that can appear as a humanoid, as a wolf, or in a terrifying hybrid form—a furred and well-muscled humanoid body topped by a ravening wolf’s head.

Monster Tags: Shapechanger

Habitat: ForestHill

Healbotguy

Comments

Posts Quoted:
Reply
Clear All Quotes