Medium Humanoid (any race, shapechanger), any non-lawful alignment

Armor Class 11 in humanoid form, 12 (natural armor) in lycanthrope form
Hit Points 58 (9d8+18)
Speed 30 ft. (40 ft. in lycanthrope form)

15 (+2) 13 (+1) 14 (+2) 10 (+0) 15 (+2) 10 (+0)

Saving Throws {{{saves}}}
Skills Perception +4
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Senses passive Perception 14
Languages Any one language (usually Tamrielic) (Can’t speak in lycanthrope form)

Challenge 3 (700 XP)Proficiency Bonus +2
Shapechanger. The werewolf can use its action to polymorph into a wolf-humanoid lycanthrope or back into its true form, which is humanoid. Its statistics, other than its AC and speed, are the same in each form. Any equipment it is wearing or carrying melds into its new form, but is dropped within 5 feet of it if it dies.

Enchanted Claws. The werewolf’s claw attacks are considered magical.

Keen Hearing and Smell. The werewolf has advantage on Willpower (Perception) checks that rely on hearing or smell.

Regeneration (Lycanthrope Form Only). The werewolf regains 10 hit points at the start of its turn. If the werewolf takes damage from a silvered weapon or a spell, this trait doesn't function at the start of the werewolf’s next turn.
Multiattack. The werewolf makes three attacks: three with its spear (humanoid form) or one with its bite and two with its claws (lycanthrope form).

Bite (Lycanthrope 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 must succeed on a DC 12 Endurance saving throw or be cursed with werewolf lycanthropy.

Claws (Lycanthrope Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) slashing damage.

Spear (Humanoid Form Only). Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8+2) piercing damage if used with two hands to make a melee attack.

Found In: Blessings & Curses