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 smelling.
Granny Disguise:
You wouldn't hurt a poor old woman would you? Grannies costume makes you reconsider attacking her. Players must roll a CON save or be forced to give granny a hug. A player that hug's granny is inflicted with smitten and can not take a bonus action until their next turn.
Multiattack. (Humanoid or Hybrid Form Only). The werewolf makes two attacks: two with its spear (humanoid form) or one with its bite and one with its claws (hybrid form).
Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: 1d6 +4 to hit. 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: 2d4 +2 (1d4 for slashing damage)
Grannies big Hug. Can only be performed while hugging a player. Granny sinks her claws into the players back for (1d4+3) and bites into either the shoulder or neck for (1d4) +2 For shoulder +3 For neck.
Dash: Dash up to 10Ft towards an opponent.
Reds Basket. You open a basket of goodies meant for Granny but not all are treats! Roll (1d20) On even number +5 HP On an Odd number Poison apple +1 poison DMG.
Scared dog: When HP is below 10 Granny can run away from the fight completely. Must roll a DC13 ATH check at DIS.
Howl of pain: When hit by a ranged attack lets out a bellowing howl for (1d6) Psychic DMG
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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