Medium Humanoid (Human, Shapechanger), Neutral Evil
Armor Class 12 Natural Armor
Hit Points 67 (9d8 + 27)
Speed 30 ft.
STR
16 (+3)
DEX
11 (+0)
CON
16 (+3)
INT
9 (-1)
WIS
11 (+0)
CHA
8 (-1)
Skills Perception +4, Stealth +3
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Poison
Condition Immunities Poisoned
Senses Passive Perception 14
Languages Understands all languages it knew in life, but can’t speak
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

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

Actions

Multiattack. The werewolf makes two attacks: one with its bite and one with its claws (hybrid form).

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d8) piercing damage + 3 necrotic damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werewolf lycanthropy.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (2d4 + 3) slashing damage.

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

RPGFamiliar

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