Werewolf
Medium · Humanoid · CR 3

- 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)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 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).
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