Medium humanoid (human, shapechanger), Chaotic Evil
| Armor Class | 11 in humanoid form, 12 (natural armor) in wolf or hybrid form |
|---|---|
| Hit Points | 58 (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 |
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.
The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
The werewolf 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.
Small monstrosity (lycanthrope), Chaotic Evil
| Armor Class | 15 |
|---|---|
| Hit Points | 71 (11d8 + 22) |
| Speed | 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 14 (+2) | 14 (+2) | 10 (+0) | 11 (+0) | 10 (+0) |
| Saving Throws | — |
|---|---|
| Skills | Perception +4, Stealth +4 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | Darkvision 60 ft., passive Perception 14 |
| Languages | Common (can't speak in wolf form) |
| Challenge | 3 |
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.
The werewolf makes two attacks, using Scratch or Longbow in any combination. It can replace one attack with a Bite attack.
Melee Attack Roll: +5, reach 5 ft. Hit: 12 (2d8 + 3) Piercing damage. If the target is a Humanoid, it is subjected to the following effect. con 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. Success: The target is immune to this werewolf's curse for 24 hours.
Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Slashing damage.
Ranged Attack Roll: +4, range 150/600 ft. Hit: 11 (2d8 + 2) Piercing damage.