Werewolf, Young

Family: Lycanthropes

Small humanoid (human, shapechanger), chaotic evil

Armor Class 12 in humanoid form, 13 (natural armor) in hybrid form
Hit Points 22 (5d6 + 5)
Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 12 (+1) 10 (+0) 11 (+0) 10 (+0)

Skills Perception +4, Stealth +4
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks not made with silver
Senses passive Perception 14
Languages Common
Challenge 1 (200 XP)

Special Traits

  • Keen Hearing and Smell. The young werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
  • Pack Tactics. The young 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 isn’t incapacitated.
  • Shapechanger. The young werewolf can use its action to polymorph into a wolf-humanoid hybrid 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.

Actions

  • Multiattack. The young werewolf makes one attack with its Bite and one with its Claws.
  • Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
  • Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.
Section 15: Copyright Notice

Tegel Manor © 2019, Frog God Games, LLC; Authors: Bill Webb & Thom Wilson with additional material by Gabor Lux