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Werewolf A5E

CR 3 humanoid

Medium humanoid, chaotic evil


Armor Class
12
Hit Points
58 (9d8+18)
Speed
30 ft.

STR14 (+2)
DEX14 (+2)
CON14 (+2)
INT10 (+0)
WIS10 (+0)
CHA10 (+0)

Saving Throws
Skills
Perception +2, Stealth +4, Survival +2
Damage Immunities
damage from nonmagical, non-silvered weapons
Senses
darkvision 30 ft., passive Perception 14
Languages
Common
Challenge
3 (700 XP) · Proficiency Bonus +2

Keen Hearing and Smell.

The werewolf has advantage on Perception checks that rely on hearing or smell.

Pack Tactics.

The werewolf has advantage on attack rolls against a creature if at least one of the werewolfs allies is within 5 feet of the creature and not incapacitated.

Actions

Multiattack.

The werewolf makes two melee attacks only one of which can be with its bite.

Greatclub.

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage.

Claw.

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.

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 makes a DC 12 Constitution saving throw. On a failure it is cursed with werewolf lycanthropy.

Bonus Actions

Shapeshift.

The werewolf changes its form to a wolf, a wolf-humanoid hybrid, or into its true form, which is a humanoid. While shapeshifted, its statistics are unchanged. It can't speak in wolf form. Its equipment is not transformed. It reverts to its true form if it dies.

Frenzied Bite.

The werewolf makes a bite attack.

Other versions

Source: Monstrous Menagerie (EN Publishing) · License: OPEN GAME LICENSE Version 1.0a details