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.
Alpha's Presence (Hybrid Form Only). Any lycanthrope that starts its turn within 30 feet of the alpha's Hybrid form must succeed on a DC 17 Wisdom saving throw or be forced to use their reaction to transform into their own Hybrid form.
Beast Prowess. The werewolf can long jump a distance of 20 feet with a 10 foot running start, or 15 feet from a standing position. It can high jump 15 feet with a 10 foot running start, or 10 feet from a standing position.
Grim Regeneration. The werewolf regains 10 hit points at the beginning of each of its turns. If the werewolf is hit with a silver weapon or a spell that prevents regeneration, this trait does not function at the beginning of the werewolf's next turn . If the werewolf kills a target with a bite attack or by eviscerating it during its turn, it regains an additional 5 hit points.
Multiattack. (Hybrid Form Only). The werewolf makes three attacks: One with its bite and two with its claws or slams (hybrid form).
Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 5) piercing damage. If the target is a humanoid, it must succeed on a DC 17 Constitution saving throw or be cursed with werewolf lycanthropy.
Claws. (Hybrid Form Only). Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 13 (4d4 + 5) slashing damage.
Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 13 (3d6 + 5) bludgeoning damage.
Eviscerate. If the werewolf scores a critical hit on a creature with 10 hit points or less, it can choose to use either its claws or its teeth to instantly kill the target by ripping out vital organs from its body in a terrifying display of primal savagery. Any creature that witnesses the werewolf eviscerate a creature must succeed on a DC 16 Charisma saving throw or be frightened of the werewolf for 10 minutes. A creature that flees far enough away that they can no longer see or hear the werewolf may attempt the saving throw again.
Consume Flesh. The werewolf can consume an unconscious or undead creature with flesh and meat. After the werewolf does this, it regains 20 HP of its max HP. If the creature has none of these properties, then the werewolf will be unable to consume.
Bone-chilling Howl. The werewolf lets loose a bloodcurdling howl into the night air. Any creatures within 300 feet of the werewolf that are not allied with it must succeed on a DC 16 Charisma saving throw or be frightened of the werewolf for 1 minute. If a frightened creature flees far enough away that they can no longer see or hear the werewolf, they can attempt the saving throw again with advantage. A creature who succeeds on the Charisma saving throw on the first try is immune to the werewolf's howl for 24 hours.
Description
A werewolf is a savage predator that can appear as a humanoid, or as a terrifying human-wolf hybrid—a furred and well-muscled humanoid body with lupine legs, and bearing the head of a ravening wolf. They are large, fast, terrifyingly strong, and supernaturally agile for creatures of their size. Their bloodlust is unmatched among monsters, driven by an unquenchable thirst for the warm blood of humanoids and livestock alike.
They are not picky about their prey, but prefer to ambush solitary creatures who have strayed too far to be receive aid from their kind. Children are particularly easy targets, but most werewolves settle for sheep, pigs, horses or cattle when living in areas densely populated with ranchers due to the ease of hunting them and the sheer number of the prey animals.
Werewolves are solitary creatures, partially due to their rarity, but primarily because they are fiercely territorial. It is not terribly uncommon to see werewolves hunt livestock accompanied by a pack of normal wolves, but they do not reside or lead these packs of wild wolves due to their regression to humanoid form at dawn.
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