Medium Monstrosity, Chaotic Evil
Armor Class 17 Natural
Hit Points 120 (10d10 + 30)
Speed 60 ft., Climb 60 ft.
STR
17 (+3)
DEX
16 (+3)
CON
17 (+3)
INT
10 (+0)
WIS
16 (+3)
CHA
19 (+4)
Saving Throws STR +6, DEX +6, CON +6, CHA +7
Skills Athletics +12, Deception +10, Perception +12, Performance +10, Stealth +10
Damage Immunities Bludgeoning, Slashing, and Piercing from Nonmagical Attacks not made with Cold Iron Weapons
Condition Immunities Charmed, Frightened
Senses Darkvision 120ft, Passive Perception 20
Languages Common
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Shapechanger. The wolfwere can use its action to polymorph into a wolf-humanoid hybrid or into a Small or Medium humanoid, or back into its true form, which is a Medium wolf. Its statistics 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 wolfwere has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The wolfwere has advantage on an attack roll against a creature if at least one of the wolfwere's allies is within 5 feet of the creature and the ally isn't incapacitated.

Spellcasting. Coraline is a 7th-level spellcaster. Her spellcasting ability is Charisma (save DC 15, +7 to hit with spell attacks). Coraline has the following bard spells prepared:

Cantrips (at will): friends, true strike, vicious mockery

1st level (4 slots):  bane, charm person, cure wounds, thunderwave

2nd level (3 slots): cloud of daggers blindness/deafness, hold person

3rd level (3 slots): fear, hypnotic pattern, slow

4th level (1 slot): greater invisibility

Actions

Multiattack (Humanoid or Hybrid Form Only). The wolfwere makes three attacks: one with its bite and two with its claws or brand, or three attacks with its brand.

Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d8 + 4) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Claws (Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (2d6+ 6) slashing damage.

Brand (Humanoid Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 4) bludgeoning damage, plus 2d6 fire damage.

 

Bonus Actions

Song of Lethargy (Humanoid Form Only). Coraline absent-mindedly strums her guitar. Any creature within 60 feet of it that can hear it must succeed on a DC 15 Wisdom saving throw or become magically charmed. While charmed in this way, the target can’t use reactions, its speed is halved, and it can’t make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature succeeds on its saving throw, the creature is immune to Coraline’s Song of Lethargy for 24 hours.

Description

The wolfwere, sometimes also called reverse werewolf, is an evil and hateful creature that delights in the brutal slaying of humans and humanoids alike. In many cases, the wolfwere is able to attack its victims with utter surprise because of its ability to assume the shape of a human bard of great charisma.
The wolfwere is able to assume a wide variety of shapes at will. The transformation from one form to another takes only a single round. Its true shape and that in which it prefers to spend the vast majority of its time is that of a large wolf. When in this state, it is almost indistinguishable from a dire wolf.
When a wolfwere is attempting to lure humans or humanoids into an ambush, it will assume the shape of a member of their race.  In all cases, the newly disguised wolfwere will have charming physical beauty.
The wolfwere is generally fairly solitary in nature. When encountered in the wild, it is rare that more than three of these creatures will be found. In almost all cases, encounters with more than one wolfwere will be with a mated pair or an hunting group.

Lair and Lair Actions

On initiative count 20, Coraline may cast a spell.

Habitat: ForestUrban

JayToThaIzzle

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