
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)

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

