← Monsters

Werewolf

Medium Humanoid chaotic evil

Armour class
11
Hit points
58 (9d8+18)
Speed
walk 30 ft.
Challenge
3
  • STR 15 (+2)
  • DEX 13 (+1)
  • CON 14 (+2)
  • INT 10 (+0)
  • WIS 11 (+0)
  • CHA 10 (+0)
Senses
passive Perception 14
Languages
Common (can't speak in wolf form)

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.

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.

System Reference Document 5.1 · Creative Commons Attribution 4.0

Hearthhall is a private home for a campaign — a shared wiki, play-by-post boards, character sheets, and an initiative tracker you can drop this thing into. The rest of the library is open to everyone; campaigns looking for players are too.