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Werewolf

Medium · Humanoid · CR 3 · Chaotic Evil

Armor Class
12
Hit Points and Hit Dice
58 (9d8+18)
Challenge Rating CR
3

Ability Scores

Core attributes and their modifiers.

STR
14
+2
DEX
14
+2
CON
14
+2
INT
10
+0
WIS
10
+0
CHA
10
+0

Overview

Category Monsters
Size Medium
Type Humanoid
Alignment Chaotic Evil
XP 700
Initiative Bonus +2

Movement

Walk 30 ft (9.1 m)
Swim 15 ft (4.6 m)
Climb 15 ft (4.6 m)
Crawl 15 ft (4.6 m)

Senses

Darkvision 30 ft (9.1 m)
Passive Perception 14

Skills

Perception +2 Stealth +4 Survival +2

Languages

Common

Resistances & Immunities

Damage Immunities
damage from nonmagical, non-silvered weapons

Traits

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

Bite

+4 to hit, reach 5 ft (1.5 m). Hit: 1d8+2 piercing damage.

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.

Claw

+4 to hit, reach 5 ft (1.5 m). Hit: 1d8+2 slashing damage.

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.

Greatclub

+4 to hit, reach 5 ft (1.5 m). Hit: 1d8+2 bludgeoning damage.

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage.

Multiattack

The werewolf makes two melee attacks only one of which can be with its bite.

Bonus Actions

Frenzied Bite

The werewolf makes a bite attack.

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.

About Werewolf

Werewolf is a medium humanoid with a Challenge Rating of 3. It has a chaotic evil alignment.

In combat, this creature maintains an Armor Class of 12 and possesses 58 hit points (derived from 9d8+18).

Werewolf has communication capabilities including Common. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Werewolf

1 tips available

When using Werewolf in your D&D 5e campaign, consider these tactical approaches:

  • Pack Tactics Advantage: This creature has advantage on attack rolls when an ally is within 5 feet! Separate it from its pack or use 'Fear' spells to scatter allies. Single-target encounters reduce its effectiveness.

Player Guide: Facing Werewolf

1 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Counter Pack Tactics: This creature has advantage when allies are nearby! Separate it from its pack. Use 'Fear' spells to scatter allies. Single-target encounters reduce its effectiveness.

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 3.

Solo Encounter:

A single character of level 5 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 1,200 XP
  • Hard: 1,800 XP
  • Deadly: 2,400 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Werewolf?
Werewolf has a Challenge Rating of 3, making it appropriate for parties of level 3.0.
What type of creature is Werewolf?
Werewolf is a Medium Humanoid, which affects how certain spells and abilities interact with it.
What languages does Werewolf speak?
Werewolf can communicate in Common.

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