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Werewolf, Hybrid Form

Medium humanoid (human), chaotic evil

Armor Class 12 (natural armor)

Hit Points 58 (9d8+18)

Speed 30 ft.

STR
15
+2
DEX
13
+1
CON
14
+2
INT
10
+0
WIS
11
+0
CHA
10
+0

Skills Perception +4

Damage Immunities bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered

Senses passive perception 14

Languages Common

Challenge 3 (700 XP)

Proficiency Bonus +2

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. The werewolf makes two attacks: two with its spear (humanoid form) or one with its bite and one with its claws (hybrid form).

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.

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (2d4 + 2) slashing damage.

Source: System Reference Document 5.1 (CC-BY-4.0).