Werewolf

Small monstrosity, chaotic evil

Armor Class 15 (natural armor)

Hit Points 71 (11d8 + 22)

Speed 30 ft., swim 15 ft., climb 15 ft.

str

16 (+3)

dex

14 (+2)

con

14 (+2)

int

10 (+0)

wis

11 (+0)

cha

10 (+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)

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

Bite. Melee Attack Roll: +5, reach 5 ft. 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.

Longbow. Ranged Attack Roll: +4, range 150/600 ft. 11 (2d8 + 2) Piercing damage.

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

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

Attack Summary

Bite attackmelee
+5 to hit|2d8+3 piercing
Range: 5 ft.
Longbow attackranged
+4 to hit|2d8+2 piercing
Range: 150/600 ft.
Scratch attackmelee
+5 to hit|2d6+3 slashing
Range: 5 ft.