Werewolf, Wolf Form

Medium humanoid (human), chaotic evil. CR 3, AC 12, 58 HP. Traits: Shapechanger, Keen Hearing and Smell.

Armor class
12
Hit points
58
Challenge
3
Creature type
Humanoid
Size
Medium
Alignment
chaotic evil

Stat block

Cha
10
Con
14
Dex
13
Int
10
Str
15
Wis
11
Speed
40 ft.
Senses
passive Perception 14
Skills
Perception +4
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.
Damage immunities
bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
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.

Source and licence

From System Reference Document 5.1.

Licence: SRD (CC BY 4.0).

This work includes material taken from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC and available at dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at creativecommons.org/licenses/by/4.0/legalcode.

This work includes material from the System Reference Document 5.2.1 ("SRD 5.2.1") by Wizards of the Coast LLC, available at dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at creativecommons.org/licenses/by/4.0/legalcode.

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