Monster · CR 3 (700 XP) · 2014 rules

Werewolf, Wolf Form

Medium humanoid (human), chaotic evil

  • Armor Class 12 (natural armor)
  • Hit Points 58 ()
  • Speed 40 ft.
  • Skills
  • Damage Immunities bludgeoning, piercing, and slashing from nonmagical weapons that aren’t silvered
  • Senses passive perception 14
  • Languages —
  • 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

Bite. Melee Weapon Attack: , reach 5 ft., one target. Hit: 6 () piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werewolf lycanthropy.

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