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.