Werewolf

Medium · Humanoid · CR 3

Werewolf
Type
Humanoid
Size
Medium
Alignment
chaotic evil
Armour class
11 (11 in humanoid form, 12 (natural armor) in wolf or hybrid form)
Hit points
58 (9d8+18)
Initiative
+1
Speed
30 ft.
Skills
Perception +4, Stealth +3
Damage immunities
bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
Senses
passive Perception 14
Languages
Common (can't speak in wolf form)
Challenge
3 (700 XP)
Ability scores
STRDEXCONINTWISCHA
15 (+2)13 (+1)14 (+2)10 (+0)11 (+0)10 (+0)

Traits

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

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.

Actions

Bite. 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. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (2d4 + 2) slashing damage.

Multiattack. The werewolf makes two attacks: two with its spear (humanoid form) or one with its bite and one with its claws (hybrid form).

Spear. 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.

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