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.
Blood Moon Lust. Whenever the werewolf reduces a creature to 0 hit points or outright kills it, it regains 3d8 hit points. The werewolf can’t regain hit points like this if it has taken damage from a silvered weapon since its previous turn.
Multiattack (Hybrid Form Only). The werewolf makes three attacks: once with its bite and two with its claws.
Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) piercing damage. If the target is a humanoid, it must succeed on a DC 16 Strength saving throw or be knocked prone.
Claws (Wolf or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d8 + 5) slashing damage.
Howl (Hybrid Form Only) (Recharge 4-6). The werewolf lets out a terrifying, loud howl. Each creature within 60 feet of the werewolf must make a DC 15 Wisdom saving throw. On a failure, it takes 18 (4d8) psychic damage and becomes frightened of the werewolf until the end of their next turn, taking only half damage on a success.
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