Werewolf, Hybrid Form
Medium humanoid (human), chaotic evil
- Armor Class
- 12 (natural armor)
- Hit Points
- 58 (9d8+18)
- Speed
- walk 30 ft.
- Challenge
- 3 (700 XP)
- Proficiency Bonus
- +2
- Skills
- Perception +4
- Damage Immunities
- bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
- Senses
- passive Perception 14
- Languages
- Common
Ability Scores
Traits
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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Start a free campaignFrequently asked questions
What is Werewolf, Hybrid Form's challenge rating in D&D 5e?
Werewolf, Hybrid Form is a CR 3 monster, worth 700 XP.
What are Werewolf, Hybrid Form's armor class and hit points?
Werewolf, Hybrid Form has an armor class of 12 (natural armor) and 58 hit points (9d8+18).
What type of creature is Werewolf, Hybrid Form?
Werewolf, Hybrid Form is a medium humanoid (human), chaotic evil.