Medium Humanoid (Shapechanger), Chaotic Evil
Armor Class 14 Natural
Hit Points 114 (16d8 + 50)
Speed 50 ft., speed + 25 if running on all 4s
STR
18 (+4)
DEX
18 (+4)
CON
16 (+3)
INT
5 (-3)
WIS
11 (+0)
CHA
3 (-4)
Saving Throws CON +6
Skills Perception +2, Stealth +4
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Condition Immunities Exhaustion, Frightened
Senses Blindsight 60 ft, Darkvision 120 ft, Truesight only active after terrifying howl, truesight alters targets affected by terrifying howl by marking them with red aura only visible to wolf (not limited by darkvision distance), Passive Perception 14
Languages All is wolf
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

 

Shapechanger. The werewolf can use its action to polymorph into a wolf-humanoid hybrid or back into its true form, which is humanoid. 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.

Regeneration: When humanoid, a werewolf regenerates 5 hp per turn. In addition, their immunity to non magical damage disappears. When in hybrid form, their regeneration is bumped to 20 hp. 

Vulnerability to silver: If a werewolf is damaged by a silver weapon, the regeneration trait doesn't function at the start of the werewolf's next turn.

Relentless (Recharges after a short or long rest). If the werewolf takes 20 damage or less that would reduce it to 0 Hit Points, it is reduced to 1 hit point instead.

Wounded Fury. While it has 20 hit points or fewer, the werewolf has advantage on attack rolls. In addition, it deals an extra 7 (2d6) damage to any target it  hits with a melee attack.

Actions

Multiattack. The werewolf makes two attacks: one with its bite and one with its claws (hybrid form).

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 4) 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. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 8 (2d6 + 2) slashing damage.

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Bonus Actions

Enter the description for how bonus actions work for your monster here.

Reactions
Reactions

Terrifying Howl: The werewolf emits a terrifying howl. Any creature able to hear it within a range of 300ft must make a wisdom saving throw, DC 15 or become frightened. 

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

RNGesus_Christ

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