Skip to main content

Werewolf

Medium Humanoid (human), chaotic evil

CR 3

700 XP

AC: 11 (11 in humanoid form, 12 (natural armor) in wolf or hybrid form)
HP: 58 (9d8+18)
Speed: walk 30 ft.
Skills: Perception +4
Senses: passive Perception 14
Languages: Common (can't speak in wolf form)
STR
15
+2
DEX
13
+1
CON
14
+2
INT
10
+0
WIS
11
+0
CHA
10
+0

Special Abilities

Shapechanger

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.

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: two with its spear (humanoid form) or one with its bite and one with its claws (hybrid form).

Bite (Wolf or Hybrid Form Only)

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

Claws (Hybrid Form Only)

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

Spear (Humanoid Form Only)

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

Quick Reference

Challenge: CR 3
Type: Humanoid
Size: Medium
Alignment: chaotic evil
Best for party of 4 at level 3-5

Running This Encounter

Werewolves are savage hunters that prefer ambush tactics and pack hunting. Use their keen senses to track the party, initiating combat when the party is separated or weakened. Leverage the werewolf's ability to shift between human and wolf forms to create dramatic moments and confusion. Consider the werewolf's motivations—whether it's a cursed individual, a dangerous predator, or a pack leader—to add depth to the encounter.

Combat Tactics

Werewolves favor hit-and-run attacks using their superior mobility, targeting isolated party members or spellcasters. They fight more aggressively in wolf form (gaining advantage on Perception checks) and may flee if reduced to low health, only returning with reinforcements or at night. Use their pack hunting instinct; if multiple werewolves are present, have them coordinate flanking maneuvers.

Environment & Setting

Werewolves thrive in forests, misty swamps, or mountainous terrain where they can use natural cover and difficult terrain to their advantage. Urban encounters work well when set in abandoned warehouses, cemeteries, or during nighttime city streets where darkness aids their hunting.