Werewolf

Medium / humanoid (Human, Shapechanger) / Chaotic Evil / CR 3

Armor Class11
Hit Points58 (9d8 + 18)
Speed40 ft
Challenge3
Proficiency+2
STR15+2
DEX13+1
CON14+2
INT10+0
WIS11+0
CHA10+0
Skills

Perception +4, Stealth +3

Initiative

+1

Languages

Common, (Can'T Speak In Wolf Form)

Damage immunities

Bludgeoning, Piercing, Slashing From Attacks That Aren'T Magical Or Silvered

Traits

Keen Hearing and Smell

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

Actions

Bite (Wolf or Hybrid Form Only)

action

Melee Weapon Attack: +4 to hit, reach 5 ft.. 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.

Multiattack (Humanoid or Hybrid Form Only)

action

The werewolf makes two attacks: one with its bite and one with its claws or spear.

Spear (Humanoid Form Only)

action

Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft.. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing if used with two hands to make a melee attack.

Claws (Hybrid Form Only)

action

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

Shapechanger

action

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.