Shapechanger. The werewolf 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 and falls to the ground during transformation. It reverts to its true form if it dies.
Adaptive shifting. While in wolf-humanoid form, you are able to still benefit from your extra actions if your human form has extra actions.
Keen Hearing and Smell. The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Bestial Instincts. If you start your turn with fewer hit points than half your hit point maximum, you must succeed on a DC 13 Wisdom saving throw or move directly toward the nearest creature and use the Attack action against that creature. If you have multiple attacks per action you must use all of them during this frenzied state. You regain control at the start of your next turn.
Lessons Learned. The Black Blood Clan enjoys rewarding those that complete the trials. At your DMs discretion they can assign you special trials to complete. Doing so will grant enhancements to your werewolf form.
Multiattack. The werewolf makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d12 +3) piercing damage.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (2d8 + 3) slashing damage.
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.
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