Large Humanoid (Human, Shapechanger), Chaotic Evil
Armor Class 19 in humanoid form, 23 (natural armor) in wolf or hybrid form
Hit Points 195 (17d12 + 85)
Speed 50 ft.
STR
23 (+6)
DEX
14 (+2)
CON
21 (+5)
INT
14 (+2)
WIS
13 (+1)
CHA
17 (+3)
Saving Throws DEX +5, CON +8, WIS +4, CHA +6
Skills Intimidation +15, Perception +15, Stealth +7
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Senses Darkvision 60 ft, Passive Perception 21
Languages Common (Can speak in wolf form)
Challenge 5 (1,800 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 Tactics. The wolf has Advantage on an attack roll against a creature if at least one of the wolf’s allies is within 5 feet of the creature and the ally doesn’t have the Incapacitated condition.

Legendary Resistance (3/Day). If the werewolf fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The werewolf can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Frightful Presence. Each creature of the werewolf's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the werewolf's Frightful Presence for the next 24 hours.

Multiattack. (Humanoid or Hybrid Form Only). The werewolf makes three attacks: three with its spear (humanoid form) or one with its bite and two with its claws (hybrid form).

Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) piercing damage. If the target is a humanoid, it must succeed on a DC 16 Constitution saving throw or be cursed with werewolf lycanthropy.

Claws. (Hybrid Form Only). Melee Weapon Attack: +11 to hit, reach 5 ft., one creature. Hit: 13 (2d6 + 6) slashing damage. If the target is a humanoid, it must succeed on a DC 6 Constitution saving throw or be cursed with werewolf lycanthropy.

Spear (Humanoid Form Only). Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.

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

JerriciusMatthius

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