Basic Rules

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.