Ability Scores
Core attributes and their modifiers.
Overview
Movement
Senses
Saving Throws
Languages
Common (can't speak in wolf form)
Resistances & Immunities
Traits
Heightened Hearing and Smell
The werewolf's Perception is 17 while perceiving by hearing or smell.
Pack Tactics
The werewolf has advantage on attack rolls against a creature if at least one of the werewolf's allies is within 5 feet of the creature and the ally isn't incapacitated.
Actions
Bite
+4 to hit, reach 5 ft (1.5 m). Hit: 2d8+2 piercing damage.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8+2) piercing damage. If the target is a Humanoid, it must succeed on a DC 13 CON save or be cursed with the werewolf lycanthropy curse (see Curse of Lycanthropy sidebar).
Claws
+4 to hit, reach 5 ft (1.5 m). Hit: 2d6+2 slashing damage.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) slashing damage.
Multiattack
The werewolf makes three Claws or Spear attacks. It can replace one attack with a Bite attack, provided it is in the appropriate form.
Spear
+4 to hit, reach 5 ft (1.5 m). Hit: 1d6+2 piercing damage.
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.
Bonus Actions
Change Shape
The werewolf transforms into a Medum or Large wolf, a Medium wolf-humanoid hybrid, or back into its true form, which is Humanoid. Its statistics, other than its size, speed, and 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.
Hungry Growl
The werewolf stares down and growls at one creature it can see within 30 feet of it. The target must succeed on a DC 13 WIS save or be frightened until the end of its next turn. The werewolf has advantage on the next attack roll it makes against the frightened creature.
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 11 and possesses 76 hit points (derived from None).
Werewolf has communication capabilities including Common (can't speak in wolf form). This allows it to interact verbally with various creatures and characters.
GM Tips: Using Werewolf
1 tips available
GM Tips: Using Werewolf
When using Werewolf in your D&D 5e campaign, consider these tactical approaches:
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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
Player Guide: Facing Werewolf
When your party encounters this creature, keep these strategies in mind:
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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
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
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 (can't speak in wolf form).
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