Medium humanoid, chaotic evil
- Armor Class
- 12, 13
- Hit Points
- 55 (10d8 + 10)
- Speed
- 30 ft. (40 ft. in dire wolf form)
- Challenge
- 4 (1,100 XP)
- Skills
- Perception +4
- Damage Immunities
- bludgeoning, piercing, slashing damage from nonmagical weapons that aren't iron
- Senses
- passive Perception 13
- Languages
- Common (can't speak in wolf form)
Traits
The wolfwere has advantage on Wisdom (Perception) checks that rely on hearing or smell.
The wolfwere has advantage on an attack roll against a creature if at least one of the wolfwere's allies is within 5 feet of the creature and the ally isn't incapacitated.
Actions
The wolfwere makes two attacks: one with its Bite and one with its Claws.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 4) slashing damage or 10 (1d10 + 5) slashing damage if used with two hands.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage.
The wolfwere plays a magical melody on an instrument. Every Humanoid within 200 feet of the wolfwere that hears the melody must succeed on a DC 13 Wisdom saving throw or be slowed for 10 minutes, as if the slow spell has been cast on them. A creature can repeat the saving throw at the end of each of its turns. If a creature's saving throw is successful, the effect ends on it. A target that successfully saves is immune to this wolfwere's melody for the next 24 hours.
The wolfwere polymorphs into a wolf-humanoid hybrid or into a Humanoid (elf or human), or back into its true form, which is a dire wolf. 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