Werewolf

Medium Humanoid

Armor Class 12

Hit Points 58 (9d8+18)

Speed walk +30

Challenge 3

STR
14
+2
DEX
14
+2
CON
14
+2
INT
10
+0
WIS
10
+0
CHA
10
+0

Skills stealth +4, survival +2, perception +2

Damage Immunities damage from nonmagical, non-silvered weapons

Senses darkvision 30 ft. (wolf or hybrid form only), passive Perception 14

Languages Common

Special Abilities

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

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

Bite (Wolf or Hybrid Form Only). 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 (While Bloodied. The werewolf makes a bite attack.

Source: Level Up Advanced 5e Monstrous Menagerie · OGL/Open