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Werewolf

Werewolf

Humanoid

AC
HP

11

58

Alignment
Challenge

CE

3

STR

15 (+2)

DEX

13 (+1)

CON

14 (+2)

INT

10 (+0)

WIS

11 (+0)

CHA

10 (+0)

Source

Monster Manual (SRD)

Name

Werewolf

Race

Humanoid

Alignment

Chaotic evil

Armor Class

11 in humanoid form, 12 (natural armor) in wolf or hybrid form

Size

Medium

Hit Points

58 (9d8 + 18)

Challenge

3 (700 XP)

Speed

30 ft. (40 ft. in wolf form)

Senses

passive Perception 14

Languages

Common (can't speak in wolf form)

Werewolf

Saving Throws

None

Skills

Perception +4, Stealth +3

Damage Immunities

bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't silvered

Condition Immunities

None

Damage Resistances

None

Damage Vulnerabilities

None

Abilities

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

Actions

Multiattack
(Humanoid or Hybrid Form Only) .
The werewolf makes two attacks: two with its spear
(humanoid form) or one with its bite and one with its claws
(hybrid form).
Bite
(Wolf or Hybrid Form Only) .
Melee Weapon Attack : +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 lycanthropy.
Claws
(Hybrid Form Only) .
Melee Weapon Attack : +4 to hit, reach 5 ft., one creature.
Hit : 7
(2d4 + 2) slashing damage.
Spear
(Humanoid Form Only) .
Melee or Ranged Weapon Attack : +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.

Legendary Actions

None

Reactions

None

Werewolf 5e stat block
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