Medium Humanoid (Human, Shapechanger), Chaotic Evil
Armor Class 11 in humanoid form, 12 (natural armor) in wolf form, 17 in hybrid form
Hit Points 170 (20d8 + 80)
Speed 40 ft.
STR
20 (+5)
DEX
16 (+3)
CON
18 (+4)
INT
13 (+1)
WIS
14 (+2)
CHA
10 (+0)
Saving Throws STR +8, DEX +6
Skills Athletics +8, Perception +5, Stealth +6
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Condition Immunities Frightened
Senses Darkvision 60ft, Passive Perception 15
Languages Common (can't speak in wolf form)
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

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.

Pack Leader. Allied wolves, direwolves, and werewolves within 60ft gain the Pack Tactics ability and also deal an extra 1d4 damage on each of their attacks.

Unarmored Defense. The werewolf's DEX bonus is added to their AC (reflected in stat block).

Actions

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: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) 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: +4 to hit, reach 5 ft., one creature. Hit: 7 (2d4 + 2) slashing damage.

 

Reactions

Parry. The werewolf adds 2 to its AC against one melee attack that would hit it. To do so, they must see the attacker and be wielding a melee weapon.

Legendary Actions

Alpha's Call (Wolf or hybrid form only). (3 actions). The Alpha Werewolf lets out a terrifying howl, calling for reinforcements and striking fear into it's enemies hearts. Each enemy within 30ft of the Alpha Werewolf must succeed on a DC 17 Wisdom saving throw of be frightened until the end of their next turn. The first time this ability is used, the Alpha Werewolf summons 2d4 werewolf and 2d6 direwolf allies. Allies can only be summoned this way once per day.

Feral Leap (Wolf or Hybrid form only). (2 actions). The Alpha Werewolf leaps up to half its movement to a space adjacent to an enemy. The enemy must succeed a DC 17 Strength (Athletics) or Dexterity (Acrobatics) check or be knocked prone.

Alpha Strike. (1 action). The Alpha Werewolf makes one melee attack of its choice.

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.

Monster Tags: Shapechanger

Habitat: ForestHill

NarratorJames

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