Werewolf

Small · Monstrosity · CR 3

Werewolf
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)
Ability scores
STRDEXCONINTWISCHA
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.

Longbow. Ranged Attack Roll: +4, range 150/600 ft. 11 (2d8 + 2) Piercing damage.

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

What20142024
Armour class1115
Hit points5871
SizeMediumSmall
TypeHumanoidMonstrosity

Read the other edition's version · Everything that changed for monsters