Shapechanger. The warwolf can use its action to polymorph into a wolf-humanoid hybrid, 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. While transformed, any special abilities (spells, magical affects that require activation, etc.) can not be used, due to the inability to focus as a warwolf.
Construct Resilience. The warwolf is immune to poison and disease, but only in your hybrid form. Otherwise, use the normal stat block for a Warforged. You also do not have to sleep, eat or breathe, and the warwolf can go into a state of shutdown, staying aware of his surroundings. This functions like sentry's rest in the warforged block.
Molding Claws- (Hybrid Form only) The warwolf can change what his claws look like as a move action. His options are normal claws (5 seperate claws that do piercing), one long claw (changes damage to slashing), or a rough ball of metal (changes damage to bludgeoning).
Multiattack. (Humanoid or Hybrid Form Only). The warwolf makes two attacks: it's weapons in Humanoid form or one with its bite and one with its claws (hybrid form).
Bite (Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) 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: +5 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) slashing damage.
Description
What was once thought impossible, stands before you as proof. The Warwolf, a blend of machine and old curses. This is what happens when a werewolf contracts the Lycanthropy curse, allowing the warforged to transform into the hybrid form of itself. Due to the nature of warforged, they do not have a animal form, but the hybrid is enough for anyone that is unlucky enough to come across this monster.
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