# Werewolf

*Medium* *Humanoid*

- **Armor Class:** 12
- **Hit Points:** 58 (9d8+18)
- **Speed:** walk 30 ft.
- **Challenge Rating:** 3 (700 XP)
- **Source:** [A5e Monstrous Menagerie](https://enpublishingrpg.com/products/level-up-monstrous-menagerie-a5e) page 315

| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 14 (+2) | 14 (+2) | 14 (+2) | 10 (+0) | 10 (+0) | 10 (+0) |

- **Skills:** perception +2, stealth +4, survival +2
- **Damage Immunities:** damage from nonmagical, non-silvered weapons
- **Senses:** darkvision 30 ft. (wolf or hybrid form only), passive Perception 14
- **Languages:** Common

### Special Abilities

- **Keen Hearing and Smell:** The werewolf has advantage on Perception checks that rely on hearing or smell.
- **Pack Tactics:** The werewolf has advantage on attack rolls against a creature if at least one of the werewolfs allies is within 5 feet of the creature and not incapacitated.

### Actions

- **Multiattack:** The werewolf makes two melee attacks  only one of which can be with its bite.
- **Greatclub (Humanoid or Hybrid Form Only):** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage.
- **Claw (Wolf or Hybrid Form Only):** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.
- **Bite (Wolf or Hybrid 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 makes a DC 12 Constitution saving throw. On a failure  it is cursed with werewolf lycanthropy.

### Bonus Actions

- **Shapeshift:** The werewolf changes its form to a wolf, a wolf-humanoid hybrid, or into its true form, which is a humanoid. While shapeshifted, its statistics are unchanged. It can't speak in wolf form. Its equipment is not transformed. It reverts to its true form if it dies.
- **Frenzied Bite (While Bloodied:** The werewolf makes a bite attack.


