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.
Brutality. The werewolf has no interest in making new converts. The werewolf will devote all of its attention to anyone infected with lycanthropy.
Multiattack. (Humanoid or Hybrid Form Only). The werewolf makes three attacks: one with its bite and two with its claws.
Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 7) piercing damage. If the target is a humanoid, it must succeed on a DC 18 Constitution saving throw or be cursed with werewolf lycanthropy.
Claws. (Hybrid Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 17 (2d10 + 7) slashing damage.
Savage Assault. The werewolf can leap or sprint and make two claw attacks. If hit, the player must make a DEX 15 saving throw or be knocked prone. All attacks against the werewolf during this round have disadvantage.
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.