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.
Multiattack (Humanoid or Hybrid Form Only): The werewolf makes two attacks: one with its bite and one with its claws or spear.
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.
The Werewolf, a creature of Dungeons and Dragons, is a chaotic evil with challenging stats and immunities to bludgeoning damage. With an AC of 11 and an alignment to match, the Werewolf is not to be underestimated in humanoid or wolf form, with slight variations in their stats between the two. With 58 HP and a 3 challenge rating, the Werewolf is a formidable foe that requires careful planning to take down. While not particularly intelligent, their physical abilities make them a dangerous addition to any encounter.
Werewolf is D&D (Dungeons & Dragons) 5th edition content, but other TTRPGs may have their own version such as a Werewolf Pathfinder edition. Want to use Werewolf in a VTT (virtual tabletop)? Try out SendingStone for free today!
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