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Medium humanoid · CR 3

Werewolf, Wolf Form

Armor Class12
Hit Points58 (9d8+18)
Speed40 ft.
ChallengeCR 3 (700 XP)
STR
15
(+2)
DEX
13
(+1)
CON
14
(+2)
INT
10
(+0)
WIS
11
(+0)
CHA
10
(+0)
SkillsPerception +4
Immunitiesbludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
Sensespassive Perception 14
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
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.

Running Werewolf, Wolf Form in an encounter

As a CR 3 threat worth 700 XP, Werewolf, Wolf Form is a fair challenge for a party of four at a comparable level. With no legendary actions it works best in numbers or paired with support, where its CR 3 rating won't be burned down in a single round. Use the XP value with the encounter builder to slot it into a balanced fight.

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