Lycanthropes
Monster Manual
Werewolf CR: 3
STR
15 +2
DEX
13 +1
CON
14 +2
INT
10 +0
WIS
11 +0
CHA
10 +0
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
Multiattack (Canid Form Only). The werewolf makes two attacks: one with its bite and one with its claws or spear. Bite (Canid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) 1d8+2 piercing damage. Claws (Canid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) 2d4+2 slashing damage. Spear (Human Form Only). Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) 1d6+2 piercing damage, or 6 (1d8 + 2) 1d8+2 piercing damage if used with two hands to make a melee attack.
Variant: Howlpack
Werewolves of packs might have additional abilities such as the following: Variant: Leeraug Leeraug Blood Frenzy. The werewolf has advantage on melee attack rolls against any creature that doesn't have all its hit points. Variant: Mondronen Mondronen Wounded Fury. While it has 10 hit points or fewer, the werewolf has advantage on attack rolls. In addition, it deals an extra 7 (2d6) damage to any target it hits with a melee attack. Variant: Vildin. 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.Remove these ads. Join the Worldbuilders Guild
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