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.
Young Wolf: These wolves have disadvantage on wisdom saving throws, and deception rolls against them are made with advantage.
Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: +3 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 11 Constitution saving throw or be cursed with werewolf lycanthropy.
Claws. (Hybrid Form Only). Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 7 (2d4 + 2) slashing damage.
Dagger (Humanoid Form Only). Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
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.
However, when young they may still be learning how and when to channel their inner wolf. They are prone to making more choices, being easily swayed by others, and coming off as inexperienced.
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