Legendary Resistance (3/Day): If the werewolf fails a saving throw, it can choose to succeed instead.
Keen Hearing and Smell: The werewolf has advantage on Wisdom (Perception) checks that rely on hearing and smell.
Pack Leader: The werewolf's allies have advantage on melee attack rolls against any hostile creature within 5 feet of the werewolf.
Shapechanger: The werewolf can use its action to polymorph 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 isn't transformed. It reverts to its true form if it dies.
Multiattack (Hybrid Form Only): The werewolf makes three attacks: one with its bite and two with its claws.
Bite (Wolf or Hybrid Form Only): Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage. If the target is humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with werewolf lycanthropy.
Claws (Hybrid Form Only): Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) slashing damage.
The werewolf can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The werewolf regains spent legendary actions at the start of its turn.
Leap: The werewolf moves up to its speed without provoking opportunity attacks.
Bark Orders: The werewolf chooses a friendly creature who can see or hear it. That creature can use its reaction to move up to its speed without provoking opportunity attacks.
Franzy (Costs 2 Actions): The werewolf can make one claw attack against each creature within 5 feet of it.
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