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.
Regeneration. The werewolf regains 10 hit points at the start of its turn if it has at least 1 hit point. If the werewolf takes damage from a silver weapon, this trait doesn’t function at the start of the vampire’s next turn.
Multiattack. (Humanoid Form Only). The werewolf makes two attacks with its spear.
Multiattack. (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: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) 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. (Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) slashing damage.
Spear (Humanoid Form Only). Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 5 (1d6 + 3) piercing damage, or 6 (1d8 + 3) piercing damage if used with two hands to make a melee attack.
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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