Medium Humanoid, Unaligned
Armor Class 12 in humanoid form, 12 in wolf or hybrid form
Hit Points 29 (1d8 + 18)
Speed 30 ft.
STR
16 (+3)
DEX
16 (+3)
CON
14 (+2)
INT
6 (-2)
WIS
10 (+0)
CHA
6 (-2)
Skills Perception +2, Stealth +3
Senses Passive Perception 14
Languages --
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Keen Hearing and Smell. The wyrdwolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Wilder Magic. When the wyrdwolf hits a target with its Bite or Claws, roll the d100 on the Chaos Sorcerer Wild Magic table, and apply the effects as if the target had cast the triggering spell.

 
Actions

Multiattack. The werewolf makes two attacks: one with its bite and one with its spellclaws
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) damage. Roll 1d6 to determine damage type: 1-Piercing/2-Fire/3-Cold/4-Lightning/5-Acid/6-Poison.
Spellclaws. Melee Weapon Attack: +4 to hit, reach 30 ft., one creature. Hit: 7 (2d4 + 2)  force damage. Roll 1d4 to determine additional effect: 1-Target switches places with Wyrdwolf/2-Target is pushed 30ft. If the target comes to an edge, it is knocked prone as if it had run into an invisible wall./3-Target is pulled adjacent to the Wyrdwolf/4-Target switches positions with a random combatant.

 

Habitat: ForestHill

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