Werewolf, Wolf Form CR 3 Medium humanoid

"Know thy enemy. Then roll initiative anyway."

πŸ‰ Bestiary β€Ί Humanoids

Medium humanoid (human), chaotic evil

Armor Class 12 (natural armor) Hit Points 58 (9d8 + 18) Speed 40 ft.
STR 15 (+2)
DEX 13 (+1)
CON 14 (+2)
INT 10 (+0)
WIS 11 (+0)
CHA 10 (+0)

Skills Perception +4

Damage Immunities bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered

Senses passive Perception 14

Languages β€”

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.

Where to meet one

The encounter builder rolls the werewolf, wolf form for fights in 🌲 forest, 🌾 grassland and ⛰️ hills.

More humanoids

Every humanoid in the Bestiary β†’

This page includes material taken from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC, available at dnd.wizards.com. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License. The Beholder's Gazette is not approved, endorsed, or affiliated with Wizards of the Coast.