Mod | Save | ||
---|---|---|---|
STR | 16 | +3 | +3 |
DEX | 14 | +2 | +2 |
CON | 14 | +2 | +2 |
Mod | Save | ||
---|---|---|---|
INT | 10 | +0 | +0 |
WIS | 11 | +0 | +0 |
CHA | 10 | +0 | +0 |
Pack Tactics. The werewolf has Advantage on an attack roll against a creature if at least one of the werewolf’s allies is within 5 feet of the creature and the ally doesn’t have the Incapacitated condition.
Multiattack. The werewolf makes two attacks, using Scratch or Longbow in any combination. It can replace one attack with a Bite attack.
Bite (Wolf or Hybrid Form Only). Melee Attack Roll: +5, reach 5 ft. Hit: 12 (2d8 + 3) Piercing damage. If the target is a Humanoid, it is subjected to the following effect. Constitution Saving Throw: DC 12. Failure: The target is cursed. If the cursed target drops to 0 Hit Points, it instead becomes a Werewolf under the DM’s control and has 10 Hit Points. Success: The target is immune to this werewolf’s curse for 24 hours.
Scratch. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Slashing damage.
Longbow (Humanoid or Hybrid Form Only). Ranged Attack Roll: +4, range 150/600 ft. Hit: 11 (2d8 + 2) Piercing damage.
Shape-Shift. The werewolf shape-shifts into a Large wolf-humanoid hybrid or a Medium wolf, or it returns to its true humanoid form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed.
You're correct. On its face, Regeneration is fundamentally different than more Hit Points because it can apply indefinitely. But is it functionally different? The evidence indicates no. Regeneration on average lasts 3 rounds. This data comes from the tens of thousands of hours of play testing that went into 5e and 6e (See Player's Handbook Credits).
The benefit of having Regeneration is exactly what you described: a creature with Regeneration can come back later with full (or at least more) Hit Points without needing to take a Short or Long Rest or avail itself of healing. Is that utility helpful—does it give depth to the werewolf's archetype or add interesting design feature?
Let's first discuss the werewolf archetype. Accelerated healing is common—though not universal—amongst werewolves in modern fantasy. However, accelerated healing is a newfound aspect of their folklore—the earliest reference I could find on that was the concept of only silver being able to harm werewolves, which originated in 1935. In fact, in many histories people could identify werewolves by injuring them while in wolf form then identifying the werewolf as a human by looking for the corresponding injury. For general context, the myth of werewolves goes back to at least 430 BC. So, Regeneration is not deeply rooted in the tradition and history of werewolves. But that doesn't mean it necessarily shouldn't be included in the stat block.
Let's discuss how Regeneration adds to the werewolf's game design. Is this monster meant to disengage from a fight and return—healed—before a party can themselves heal? I don't think that is the role of the werewolf. The stat block provided is more of a bruiser that benefits from strength-in-numbers rather than hit-and-run tactics (See Pack Tactics).
Of course, one can provide an ad hoc explanation of how Regeneration could be used to warrant filling the niche of guerrilla fighter: given that your werewolves can regenerate, they adopt hit-and-run tactics because that is the best strategy. But that reasoning is circular: Regeneration fulfills the archetype of the werewolf healing and coming back to fight, which is what it does because it has Regeneration.
But what if we did include Regeneration as part of the stat block and have our werewolves use guerrilla tactics (so that Regeneration doesn't simply last 3 rounds and thus be no different than simply translating Regeneration into more Hit Points)? The result is an oppressive, annoying enemy that is a real pain for parties to deal with. The werewolf(ves) attacks and runs away. Either the party chases to defeat it (or them) or lets it go. If the party succeeds in preventing the escape, then we have the scenario above regarding Regeneration essentially being more Hit Points. If it gets away, then the werewolf accomplished the same thing that simply having another werewolf (full Hit Points) available for later. There doesn't seem to be much add to the werewolf here.
If I'm missing some aspect of why werewolves having Regeneration would be great, then please elaborate on that. But as it is, Regeneration for werewolves just seems superfluous at best and oppressive at worst.