Large Humanoid, Chaotic Evil
Armor Class 17 Natural Armor
Hit Points 143 (15d10 + 60)
Speed 50 ft.
STR
20 (+5)
DEX
14 (+2)
CON
18 (+4)
INT
10 (+0)
WIS
14 (+2)
CHA
10 (+0)
Saving Throws STR +10
Skills Perception +2, Stealth +3
Damage Vulnerabilities Force
Damage Resistances All
Damage Immunities Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Senses Passive Perception 19
Languages Common
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Once A Shapechanger. The Crazed werewolf is now forever trapped in its hybrid state, its sole purpose to pass the lycanthropic curse to anyone and everyone until it dies.

Reckless. The Crazed Werewolf can give itself advantage on all attacks this round, but all attacks against it have advantage.

Endless Hunt. Unless damage done to it is by a critical hit, or delivered while it in unconscious, the Crazed Werewolf cannot be brought below one hit point.

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

Magical Weapons. The Crazed Werewolf's attacks are considered magical for the sake of overcoming resistances and immunities.

Actions

Multiattack. The Crazed Werewolf makes four attacks: one with its bite and three with its claws.

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with werewolf lycanthropy.

Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. Hit: 10 (1d8 + 5) slashing damage.

Monster Tags: Shapechanger

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