Medium Humanoid (Human), Neutral Evil
Armor Class 17 (Chain Shirt)
Hit Points 60 (7d10 + 14)
Speed 35 ft.
STR
18 (+4)
DEX
12 (+1)
CON
14 (+2)
INT
11 (+0)
WIS
14 (+2)
CHA
12 (+1)
Saving Throws STR +7, CON +5
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Senses Passive Perception 12
Languages Common, Gnomish
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Action Surge. You can take one additional action on your turn. This can be used 1 times per short rest.

Improved Critical. Your weapon attacks score a critical hit on a roll of 19 or 20.

Keen Hearing and Smell. The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Remarkable Athlete. You can add +2 to any STR, DEX, or CON check you make that doesn’t already use your proficiency bonus and when you make a running long jump, you add +4 ft. to the distance.

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.

Actions

Extra Attack. You can attack twice whenever you take the Attack action on your turn.

Grappler. You have advantage on attack rolls against a creature you are grappling. You can use your action to try to pin a creature grappled by you by making another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.

Dagger. Melee/Ranged Weapon Attack: +7 to hit, reach 5 ft./range 20/60 ft., 1 target. Hit: 6 (1d4 + 4) piercing damage.

Battleaxe. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 8 (1d8 + 4) slashing damage.

Handaxe. Melee/Ranged Weapon Attack: +7 to hit, reach 5 ft./range 20/60 ft., 1 target. Hit: 7 (1d6 + 4) slashing damage.

Unarmed Strike. Unarmed: +7 to hit, reach 5 ft., 1 target. Hit: 5 bludgeoning damage.

As Werewolf.

  • Bite. Melee Attack: +7 to hit, reach 5 ft., 1 target. Hit: 8 (1d8 + 4) piercing damage.
  • Claw. Melee Attack: +7 to hit, reach 5 ft., 1 target. Hit: 8 (2d4 + 4) slashing damage.

A non-lycanthrope humanoid hit by an attack of yours that carries the curse of lycanthropy must succeed on a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier) or be cursed. If the character embraces the curse, his or her alignment becomes the one defined for the lycanthrope.

Bonus Actions

Second Wind. Once per short rest, you can use a bonus action to regain 1d10 + 7 HP.

Description

Werewolf NPC (Human Fighter) that I transitioned into a monster in order for my PC's to fight it via the Encounter tab.

Previous Versions

Name Date Modified Views Adds Version Actions
1/24/2022 3:01:17 AM
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1/24/2022 3:03:43 AM
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BellumLion

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