Werewolf
Small · Monstrosity · CR 3

- Type
- Monstrosity
- Size
- Small
- Alignment
- chaotic evil
- Armour class
- 15 (natural armor)
- Hit points
- 71 (11d8 + 22)
- Initiative
- +4
- Speed
- 30 ft.
- Saving throws
- Strength +3, Dexterity +2, Constitution +2, Intelligence +0, Wisdom +0, Charisma +0
- Skills
- Perception +4, Stealth +4
- Senses
- darkvision 60 ft., passive Perception 14
- Languages
- Common (can't speak in wolf form)
- Challenge
- 3 (700 XP)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 14 (+2) | 14 (+2) | 10 (+0) | 11 (+0) | 10 (+0) |
Traits
Pack Tactics. 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.
Actions
Bite. Melee Attack Roll: +5, reach 5 ft. 12 (2d8 + 3) Piercing damage. If the target is a Humanoid, it is subjected to the following effect. Constitution Saving Throw: 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.
Multiattack. The werewolf makes two attacks, using Scratch or Longbow in any combination. It can replace one attack with a Bite attack.
Scratch. Melee Attack Roll: +5, reach 5 ft. 10 (2d6 + 3) Slashing damage.
Bonus actions
Shape-Shift. The werewolf shape-shifts into a Large wolf-humanoid hybrid or a Medium wolf, or it returns to its true humanoid form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed.
This monster is different in the other edition
| What | 2014 | 2024 |
|---|---|---|
| Armour class | 11 | 15 |
| Hit points | 58 | 71 |
| Size | Medium | Small |
| Type | Humanoid | Monstrosity |
Read the other edition's version · Everything that changed for monsters