Armor Class
17
plate
Hit Points
175
(25d20 + 34)
Speed
ft., human form 30, wolf form 40
STR
18
(+4)
DEX
17
(+3)
CON
20
(+5)
INT
12
(+1)
WIS
19
(+4)
CHA
5
(-3)
Saving Throws
STR +6, DEX +5, CON +7, INT +3, WIS +6, CHA −1
Damage Immunities
Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Condition Immunities
Frightened
Senses
Darkvision 60ft, Passive Perception 14
Languages
Common
Challenge
3 (700 XP)
Proficiency Bonus
+2
Traits
Shape-Changer. 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
Action Name. Multi-attack . The werewolf makes two attacks: one with its bite and one with its claws or spear
Action Melee Attack.
- Claws (Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: (2d4 + 2) slashing damage.
- Spear (Humanoid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: (1d8 + 2) piercing damage. two handed
- Spear (Humanoid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: (1d6 + 2) piercing damage.Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (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
- Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (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
Description
the alpha werewolf of a clan or tribe
Comments