Medium Humanoid (Human, Shapechanger), Chaotic Evil
Armor Class 14 in humanoid form, 15 (natural armor) in wolf or hybrid form
Hit Points 142 (20d8 + 60)
Speed 30 ft.
STR
17 (+3)
DEX
13 (+1)
CON
16 (+3)
INT
10 (+0)
WIS
11 (+0)
CHA
12 (+1)
Saving Throws STR +6, CON +6
Skills Athletics +6, Intimidation +4, Perception +6, Stealth +4
Senses Darkvision 60ft., Passive Perception 16
Languages Common (can't speak in wolf form)
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

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

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 isn't incapacitated.

Regeneration. The werewolf regains 10 hit points at the start of its turn. If the werewolf takes necrotic damage or bludgeoning, piercing, or slashing damage from a silvered weapon, this trait doesn't function at the start of the werewolf's next turn. The werewolf dies only if it starts its turn with 0 hit points and doesn't regenerate.

Brute. A melee weapon deals one extra die of its damage when the werewolf hits with it (included in the attack).

Unarmored Defense. While the werewolf is wearing no armor, its AC includes its Constitution modifier.

Actions

Multiattack. The werewolf makes two attacks with its spear (humanoid form) or one attack with its bite and two attacks with its claws (wolf or hybrid form). It can replace one claws attack with a lob.

Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) piercing damage, and the target must succeed on a DC 14 Strength saving throw or be knocked prone. Additionally, if the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with werewolf lycanthropy.

Claws (Wolf or Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 12 (2d8 + 3) slashing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be grappled.

Spear (Humanoid Form Only). Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 10 (2d6 + 3) piercing damage, or 12 (2d8 + 3) piercing damage if used with two hands to make a melee attack.

Lob. The werewolf forces a creature it's grappling to succeed on a DC 14 Strength saving throw. On a failure, the creature is thrown 10 feet and falls prone. If the target can’t move the full distance, it takes an additional 1d6 bludgeoning damage for each 5 feet not moved.

Bonus Actions

Shapechange. The werewolf polymorphs 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 melds into the new form. It reverts to its true form if it dies.

Crushing Grip. The werewolf forces a creature it's grappling to succeed on a DC 14 Constitution saving throw. The creature takes 10 (3d6) bludgeoning damage on a failure, and half as much damage on a success. A creature that fails the saving throw by 5 or more is also dazed until the end of its next turn. (The creature can move or take one action on its turn, not both. It also can't take a bonus action or a reaction.)

Description

A werewolf brawler 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.

All credit to Dragnacarta

Monster Tags: Shapechanger

Habitat: ForestHill

natpbar

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