Monster · CR 3 (700 XP) · 2014 rules

Werewolf, Human Form

Medium humanoid (human), chaotic evil

  • Armor Class 11
  • Hit Points 58 ()
  • Speed 30 ft.
  • Skills
  • Damage Immunities bludgeoning, piercing, and slashing from nonmagical weapons that aren’t silvered
  • Senses passive perception 14
  • Languages Common
  • Challenge 3 (700 XP) · Proficiency Bonus +2

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.

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

Actions

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: , reach 5 ft. or range 20/60 ft., one creature. Hit: 5 () piercing damage, or 6 () piercing damage if used with two hands to make a melee attack.

Tip: click any dice or bonus to roll it. Shift-click rolls with advantage.

From the System Reference Document 5.1 (2014 rules) by Wizards of the Coast LLC, licensed under CC BY 4.0. Credits