Werewolf, Hybrid Form

5e

medium humanoid, chaotic evil

Challenge 3 (700 XP)

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

Defense

Armor Class 12 (natural)
Hit Points 58 (9d8+18)
Speed 30 ft.

Proficiencies & Senses

Skills Perception +2
Languages Common
Passive Perception 12

Traits

Damage Immunities Bludgeoning, Piercing, And Slashing From Nonmagical Weapons That Aren'T Silvered

Traits

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.

Reference Text

A humanoid werewolf in hybrid form, with wolf-like features, fur, claws, and fangs, standing in a forest.