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Werewolf, Hybrid Form

Medium humanoid (human), chaotic evil

CR 3700 XP
Armor class
12
Hit points
58 (9d8)
Speed
30 ft.
STR
15
+2
DEX
13
+1
CON
14
+2
INT
10
+0
WIS
11
+0
CHA
10
+0
Skills:
Perception +4
Damage immunities:
bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
Senses:
passive Perception 14
Languages:
Common

Special abilities

Shapechanger. The werewolf can use its action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into its true form, which is humanoid. Its statistics, other than its 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.

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

Actions

Multiattack. The werewolf makes two attacks: two with its spear (humanoid form) or one with its bite and one with its claws (hybrid form).

Bite. 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 Constitution saving throw or be cursed with werewolf lycanthropy.

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (2d4 + 2) slashing damage.

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