Medium humanoid (human, shapechanger), Chaotic Evil
| Armor Class | 11 in humanoid form, 12 (natural armor) in wolf or hybrid form |
|---|---|
| Hit Points | 72 (9d8 + 18) |
| Speed | 30 ft. (40 ft. in wolf form) |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 15 (+2) | 13 (+1) | 14 (+2) | 10 (+0) | 11 (+0) | 10 (+0) |
| Saving Throws | — |
|---|---|
| Skills | Perception +4, Stealth +3 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered |
| Condition Immunities | — |
| Senses | passive Perception 14 |
| Languages | Common (can't speak in wolf form) |
| Challenge | 3 |
Emil 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.
Emil has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Emil makes two attacks: two with its spear (humanoid form) or one with its bite and one with its claws (hybrid form).
Melee Attack Roll: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werewolf Player Characters as Lycanthropes.
Melee Attack Roll: +4 to hit, reach 5 ft., one creature. Hit: 7 (2d4 + 2) slashing damage.
Melee or Ranged Attack Roll: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.