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Habitat: Forest, Hill; Treasure: Any

Werewolves change from their humanoid forms into fierce wolves or wolf-humanoid hybrids. Werewolves can shape-shift voluntarily, but many can’t resist transforming during the nights of a full moon.

Traits

Pack Tactics. The werewolf has Advantage on an attack roll against a creature if at least one of the werewolf’s allies is within 5 feet of the creature and the ally doesn’t have the Incapacitated condition.

Actions

Multiattack. The werewolf makes two attacks, using Scratch or Longbow in any combination. It can replace one attack with a Bite attack.

Bite (Wolf or Hybrid Form Only). Melee Attack Roll: +5, reach 5 ft. Hit: 12 (2d8 + 3) Piercing damage. If the target is a Humanoid, it is subjected to the following effect. Constitution Saving Throw: DC 12. Failure: The target is cursed. If the cursed target drops to 0 Hit Points, it instead becomes a Werewolf under the DM’s control and has 10 Hit Points. Success: The target is immune to this werewolf’s curse for 24 hours.

Scratch. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Slashing damage.

Longbow (Humanoid or Hybrid Form Only). Ranged Attack Roll: +4, range 150/600 ft. Hit: 11 (2d8 + 2) Piercing damage.

Bonus Actions

Shape-Shift. The werewolf shape-shifts into a Large wolf-humanoid hybrid or a Medium wolf, or it returns to its true humanoid form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed.


Werewolf

Medium or Small Monstrosity (Lycanthrope), Chaotic Evil
  • Armor Class 15
  • Hit Points 71 (11d8 + 22)
  • Speed 30 ft., Walk 40 ft. (wolf form only)
  • Initiative +4 (14)
STR
16 (3)
DEX
14 (2)
CON
14 (2)
INT
10 (0)
WIS
11 (0)
CHA
10 (0)
  • Saving Throws Str +3, Dex +2, Con +2, Int +0, Wis +0, Cha +0
  • Skills Perception +4, Stealth +4
  • Senses Darkvision 60 ft, passive Perception 14
  • Languages Common (can't speak in wolf form)
  • Challenge 3 (700 XP)
  • Habitat Forest, Hill
  • Treasure Any
  • Gear Longbow
  • Pack Tactics. The werewolf has Advantage on an attack roll against a creature if at least one of the werewolf's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition.

Actions


  • Multiattack. The werewolf makes two attacks, using Scratch or Longbow in any combination. It can replace one attack with a Bite attack.
  • Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d8 + 3) Piercing damage. If the target is a Humanoid, it is subjected to the following effect. *Constitution Saving Throw:* DC 12. *Failure:* The target is cursed. If the cursed target drops to 0 Hit Points, it instead becomes a **Werewolf** under the DM's control and has 10 Hit Points. *Success:* The target is immune to this werewolf's curse for 24 hours.
  • Scratch. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d6 + 3) Slashing damage.
  • Longbow (Humanoid or Hybrid Form Only). Ranged Weapon Attack: +4 to hit, reach 150/600 ft., one target. Hit: (2d8 + 2) Piercing damage.
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