Medium or Small Monstrosity (Lycanthrope), Neutral
AC 16    Initiative +4 (14)
HP 130 (11d8 + 22)
Speed 30 ft., Fly 50 ft.
Mod Save
STR 22 +6 +9
DEX 16 +3 +6
CON 18 +4 +7
Mod Save
INT 10 +0 +0
WIS 11 +0 +0
CHA 10 +0 +0
Skills Intimidation +7, Perception +4, Stealth +4
Resistances Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Immunities Charmed, Frightened
Senses Darkvision 60 ft.; Passive Perception 14
Languages Common (can’t speak in wolf form)
CR 5 (XP 1,800; PB +3)
Traits

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.

Flight. The Werewolf is able to fly with its muscular wings 

Regeneration. At the start of every turn if the creature has not been attacked by silver weapons. the werewolf regenerates 2d10+4 health.

Keen Hearing and Smell. The werewolf in wolf and humanoid form has advantage on Wisdom Perception checks that rely on hearing or smell.

Divine Fury. While you’re raging, the first creature you hit on each of your turns with a weapon attack takes 1d6 + 2 radiant damage
Focusing Attacks. If an attacker attacks the werewolf and then attacks another creature on their next attack role they have disadvantage. If the werewolf attacks someone who attacked them but them attacked someone else their first attack has advantage.
Actions

Multiattack. The werewolf makes two attacks, using Scratch or one attack with a Bite attack.

Bite (Wolf or Hybrid Form Only). Melee Attack Roll: +7, reach 5 ft. Hit: 12 (2d10 + 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. 

Scratch. Melee Attack Roll: +7, reach 5 ft. Hit: 10 (2d8 + 3) Slashing damage.

Summoning Howl. The Werewolf howls role 1d20 (1-12 wolves, 13-19 Dire wolves, 20 werewolves) roll 1d4 to see how many show up. (once per long rest)

Bonus Actions

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.

Leap. The werwolf is able to leap 30 Feet in the air or 30 feet ahead.

Rage. The werewolf can enter a rage As a bonus action enter a rage for up to 1 minute (10 rounds).You gain advantage on STR checks and saving throws (not attacks), +2 melee damage with STR weapons, resistance to bludgeoning, piercing, slashing damage. You can't cast or concentrate on spells while raging.Your rage ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage as a bonus action

Reactions

Opportunity attack

Monster Tags: Abominations

Habitat: ForestHill

ArcticYeeHaw

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