Shapechanger. The werewolf can use its action to polymorph into a wolf-humanoid hybrid or into a dire wolf. 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.
Reckless. At the start of its turn, the Werewolf can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.
Endurance. When the Werewolf takes damage, it may reduce the damage by 10 (1d12 + 4). It can use this trait twice until it completes a short or long rest.
Adapted. The Werewolf can tolerate temperatures as low as −50 degrees Celsius and as high as 50 degrees Celsius without protection.
Primal Rage. As a bonus action the Werewolf can enter a rage. The rage lasts for 1 minute. It ends early if the Werewolf is knocked unconscious or if its turn ends and it hasn’t attacked a hostile creature since its last turn or taken damage since then. It cannot use this trait again until it completes a short or long rest. While raging it gains the following benefits:
- It has have advantage on Strength checks and Strength saving throws.
- When it makes a melee weapon attack using Strength, it gains a +2 bonus to the damage roll.
Weakness to Silver. If the Werewolf is hit by a silvered weapon it takes an additional 1d10 of the same type of damage as the normal weapon damage. Additionally it must make a DC 14 Constitution Saving Throw or become poisoned for 1 minute. It can save again at the end of its turn.
Timeless. The Werewolf does not age and cannot be aged by magic.
Multiattack. (Hybrid Form Only). The werewolf makes two attacks: one with its bite and one with its claws (hybrid form).
Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) 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: +11 to hit, reach 5 ft., one creature. Hit: 16 (2d8 + 7) slashing damage.
Description
Once the loyal guard dogs of a now long gone civilization, the Werebeasts now wander the lands in search of prey. With no masters to keep them in line, and timeless bodies, most of these creatures have long since gone mad.
Their bite infects their victims with a weaker form of their curse, dooming them to a life driven by instinct and hunger.
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