Medium humanoid, chaotic evil
- Armor Class
- 11, 12 (natural armor)
- Hit Points
- 58 (9d8 + 18)
- Speed
- 30 ft. (40 ft. in canid form)
- Challenge
- 3 (700 XP)
- Skills
- Stealth +3, Perception +4
- Damage Immunities
- bludgeoning, piercing, slashing from nonmagical attacks not made with silvered weapons
- Senses
- passive Perception 14
- Languages
- Common (can't speak in canid form)
Traits
The werewolf polymorphs into a wolf-humanoid canid form, or back into its true human form. This change is dictated by the moon, but can also be induced by trauma or strong emotion. 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.
The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Vildin Rampage (Canid Form Only). When the werewolf reduces a creature to 0 hit points with a melee attack on its turn, it can take a bonus action to move up to half its speed and make a bite attack.
The werewolf has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Actions
The werewolf makes two attacks: one with its bite and one with its claws or spear.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.
Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.