Medium Humanoid (Human, Shapechanger), Chaotic Neutral
Armor Class 11 in humanoid form, 12 in wolf or hybrid form
Hit Points 36 (6d8 + 9)
Speed 30 ft.
STR
13 (+1)
DEX
14 (+2)
CON
12 (+1)
INT
9 (-1)
WIS
8 (-1)
CHA
10 (+0)
Skills Acrobatics +2
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 2 (450 XP)
Proficiency Bonus +2
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.

Young Wolf: These wolves have disadvantage on wisdom saving throws, and deception rolls against them are made with advantage.

Actions

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.

Monster Tags: Shapechangerhumanoid

Habitat: ForestHill

SlingShot70

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