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Dire Werewolf

Medium humanoid (human, shapechanger), chaotic evil

Armor Class 11 in humanoid form or 14 (natural armor) in hybrid or dire wolf form
Hit Points 150 (20d8 + 60)
Speed 30 ft. (50 ft. in dire wolf form)

STR DEX CON INT WIS CHA
19 (+4) 12 (+1) 17 (+3) 9 (-1) 11 (+0) 8 (-1)

Skills Perception +6, Stealth +4
Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
Senses passive Perception 16
Languages Common, plus up to one other language (can’t speak in wolf form)
Challenge 7 (2,900 XP)

Special Traits

  • Shapechanger. The werewolf can use its action to polymorph into a Large wolf-humanoid hybrid, or into a Large dire wolf, or back into its true form, which is humanoid. Its statistics, other than its size and armor class, 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 (Humanoid or Hybrid Form Only). The werewolf makes two attacks, only one of which can be a bite.
  • Bite (Hybrid or Dire Wolf Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw, or be cursed with dire werewolf lycanthropy.
  • Claws (Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (3d4 + 4) slashing damage.
  • Greatsword (Humanoid or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Section 15: Copyright Notice

Ultimate Bestiary: The Dreaded Accursed, Copyright 2020, Chris Haskins, Nord Games LLC.