Combat Statistics
CR 3
Challenge Rating
700 XP
12
Armor Class
58
Hit Points
(9d8)
Speed: {"walk":30} ft.
Strength
15
(+2)
Dexterity
13
(+1)
hit points, healing, and concentration saves." data-tooltip-category="ability_score" title="Measures health, stamina, and vital force. Affects hit points, healing, and concentration saves.">Constitution
14
(+2)
Intelligence
10
(+0)
Wisdom
11
(+0)
Charisma
10
(+0)
Skills:
Perception +4
Damage Resistances: []
Damage Immunities: ["bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered"]
Condition Immunities: []
Senses:
Passive Perception 14 ft.
passive Perception 14
Languages: ["Common"]
Proficiency Bonus: +2
Special Abilities
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).
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.
Quick Reference
Type: Humanoid
Size: Medium
Alignment: chaotic evil
Environment: Any
DM Tools
💰 Loot Generator
CR 3 | Challenge Rating: 3
Loot based on monster type, CR, and D&D 5e treasure guidelines