Werewolf
Lycanthropy passes by bite, and the bite is rarely intended. A werewolf who knows what it is arranges to be somewhere with a door that locks from the outside. One who does not know finds out from the state of the room afterward.
- Physiology
- Humanoid, Beast
- Size
- Medium
- Speed
- 30 ft.
- Armor class
- 13
- Hit points
- 58 (9d8 + 18)
- Proficiency
- +2
- STR 15 +2 save +2
- DEX 13 +1 save +1
- CON 14 +2 save +2
- INT 10 +0 save +0
- WIS 11 +0 save +0
- CHA 10 +0 save +0
- Skills
- Perception +2
- Passive Perception
- 12
- Languages
- Common
- Found in
- Woodland , Settlement
Equipment
Traits
-
Shapechanger
The werewolf can use a bonus action to shift between a humanoid form, a hybrid form and a wolf form. Its statistics are the same in each, and its equipment does not transform.
-
Keen Hearing and Smell
The werewolf has advantage on Perception checks that rely on hearing or smell.
-
Silver Vulnerability
The werewolf takes an extra 1d8 damage from any attack made with a silvered weapon.
Actions
-
Bite
+4 to hit · reach 5 ft.
1d8 + 2 piercing damage
The werewolf can use this attack in hybrid or wolf form only.
-
Lycanthropy
DC 12 Constitution save
A humanoid hit by the Bite attack makes a Constitution saving throw or contracts lycanthropy, which takes effect at the next full moon.
-
Claws
+4 to hit · reach 5 ft.
2d4 + 2 slashing damage
The werewolf can use this attack in hybrid form only.
-
Spear
+4 to hit · reach 5 ft.
1d6 + 2 piercing damage
The werewolf can use this attack in humanoid form only.