Werewolf
Medium Humanoid. CR 3, AC 12, 58 HP. Traits: Keen Hearing and Smell, Pack Tactics.
- Armor class
- 12
- Hit points
- 58
- Challenge
- 3
- Creature type
- Humanoid
- Size
- Medium
Stat block
- Cha
- 10
- Con
- 14
- Dex
- 14
- Int
- 10
- Str
- 14
- Wis
- 10
- Speed
- Walk: 30
- Senses
- darkvision 30 ft. (wolf or hybrid form only), passive Perception 14
- Skills
- Stealth: 4; Survival: 2; Perception: 2
- Actions
- Multiattack. The werewolf makes two melee attacks only one of which can be with its bite.
- Greatclub (Humanoid or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage.
- Claw (Wolf or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.
- Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. If the target is a humanoid it makes a DC 12 Constitution saving throw. On a failure it is cursed with werewolf lycanthropy.
- Languages
- Common
- Damage immunities
- damage from nonmagical, non-silvered weapons
- Special abilities
- Keen Hearing and Smell. The werewolf has advantage on Perception checks that rely on hearing or smell.
- Pack Tactics. The werewolf has advantage on attack rolls against a creature if at least one of the werewolfs allies is within 5 feet of the creature and not incapacitated.
Source and licence
From A5E Monstrous Menagerie.
Licence: Open Game Content (OGL 1.0a).