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Werewolf

Pack Tactics grants advantage when an ally is within 5 feet of the target. Multiattack allows two strikes per turn using Scratch (2d6+3 slashing, 5-ft reach) or Longbow (2d8+2 pier...

Werewolf. Small monstrosity, chaotic evil.

Languages: Common (can't speak in wolf form)

Traits: Pack Tactics

Small monstrosity · chaotic evil

AC 15 · HP 71 · Speed 30 ft., swim 15 ft., climb 15 ft. · Initiative +4

STRDEXCONINTWISCHA
Score161414101110
Mod+3+2+2+0+0+0
Save+3+2+2+0+0+0

Skills Perception +4, Stealth +4 · Senses darkvision 60 ft., passive Perception 14 · Challenge 3 (PB +2)

Traits

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.