Werewolf, Wolf Form
No image available for this monster.
Basic
Size: Medium
Type: humanoid
Alignment: chaotic evil
Health
Hit Points: 58
Hit Dice: 9d8
HP Roll: 9d8+18
Armor
Type: natural
Value: 12
Movement
Walk: 40 ft.
Fly: None
Swim: None
Ability Scores
Strength: 15
Dexterity: 13
Constitution: 14
Intelligence: 10
Wisdom: 11
Charisma: 10
Proficiencies
- Skill: Perception: +4
Senses
- passive_perception: 14
Damage Vulnerabilities
None
Damage Resistances
None
Damage Immunities
- bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
Condition Immunities
None
Special Abilities
- 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.
Legendary Actions
NoneOther Information
Languages:
Challenge Rating: 3
Proficiency Bonus: 2
XP: 700