Armor Class 12 (Natural)
Hit Points 58 (9d8+18)
Speed walk 40 ft.
STR | DEX | CON |
15 (+2) | 13 (+1) | 14 (+2) |
INT | WIS | CHA |
10 (0) | 11 (0) | 10 (0) |
Saving Throws
Skills Perception +4
Damage Immunities Bludgeoning, Piercing, And Slashing From Nonmagical Weapons That Aren'T Silvered
Senses Passive Perception 14
Languages
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits
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
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.