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.
Spellcasting. The werewolf elementalist is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +6 to hit with spell attacks). It knows the following spells:
Cantrips (at will): Control Flames, Fire bolt
1st level (4 slots): Burning Hands
2nd level (3 slots): Maximilian's Earthen Grasp
3rd level (2 slots): Fireball
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).
Lightning Bite Melee Weapon Attack: +6 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. Also on failed save, the creature takes 13 (3d8) lightning damage. If the target takes any of this damage, the target is stunned until the end of the Werewolf's next turn. On a successful save, a target takes half as much damage and isn’t stunned.
Claws. (Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 11 (2d4 + 5) slashing damage.
Spear (Humanoid Form Only). Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 8 (1d6 + 5) piercing damage, or 10 (1d8 + 5) piercing damage if used with two hands to make a melee attack.
Pounce. (Cost 2 attack Actions) The Werewolf leaps up to 15 ft. onto a creature. The target creature must succeed at a strength saving throw DC 12 or be knocked prone. The Werewolf ends this movement in a square adjacent to the target. This movement does not provoke attacks of opportunity.
Pack Tactics. The werewolf packmate has advantage on attack rolls against a creature if at least one of its allies is within 5 feet of the creature and the ally isn't incapacitated.
Resilient Fur (1/day). When A Blood Moon werewolf can see an attack about to hit them they can tense up their fur magically to resist some of the damage. 10(1d12+4)
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.