WEREWOLF – 5e stats

Medium humanoid (lycanthrope, shapechanger), chaotic evil

Armor Class 11 in humanoid form, 12 (natural armor) in wolf or hybrid form
Hit Points 58 (9d8 + 18)
Speed 30 ft. (40 ft. in wolf form)

Proficiency Bonus +2
Proficiency Bonus +4 (5th Edition Advanced Mode)

STRDEXCONINTWISCHA
15 (+2)13 (+1)14 (+2)10 (+0)11 (+0)10 (+0)

Skills Perception +4, Stealth +3
Damage Immunities bludgeoning, piercing, and slashing damage from nonmagical attacks that aren’t silvered
Senses passive Perception 14
Languages Common (can’t speak in wolf form)
Challenge 3 (700 XP)

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.

5th Edition Advanced Mode
Limiting the power of a character and making the overall difficulty of the game harder, does not reduce the creativity, indeed it does quite the opposite.
The Game Master has the option to use any and all of the instances proposed in this guide, or just some of them according to their preference.

It is the lack of something that move and motivate characters, not the abundance of it


DESCRIPTION

A werewolf is a type of lycanthrope, a creature that can change its shape from a humanoid to a wolf or a hybrid form. A werewolf is usually born with this ability, inheriting it from one or both of its parents, but it can also be transmitted by a bite from another werewolf. A werewolf has heightened senses, especially hearing and smell, and a savage predatory instinct. A werewolf can choose to embrace its animal nature or resist it, but in either case, it is vulnerable to silver weapons, which can harm it even in its humanoid form.

The human forms of werewolves have no distinguishing traits. The werewolf form is equally varied. Many have a bipedal form that is a hybrid of human and lupine features. These creatures are about 1-foot taller and stronger than their human forms. The bodies are fur-covered and have short tails, wolflike legs, and heads that are combinations in varying degrees of human and lupine features.

A second form of hybrid is more wolflike, and may be mistaken for a large wolf when it runs on all four legs. This hybrid can also walk erect and has humanlike hands.

Another type of werewolf (about 20%) looks exactly like a large wolf. This creature has no human features, although the eyes may glow red in the dark.

Werewolves are the most feared of the lycanthropes, men who can transform into wolflike beasts. They should not be confused with wolfweres, wolves who turn into men. Great enmity exists between werewolves and wolfweres.

COMBAT

A werewolf is a formidable opponent in combat, whether it fights in its humanoid, wolf, or hybrid form. In its humanoid form, a werewolf can use weapons and armor, such as a spear or a shield, but it loses these advantages when it transforms into a wolf or a hybrid. In its wolf form, a werewolf is faster and more agile, but less powerful and intelligent. In its hybrid form, a werewolf combines the best features of both forms, gaining claws and fangs, as well as increased strength and durability. A werewolf can switch between its forms as an action, but it cannot speak in its wolf form.

A werewolf’s bite is especially dangerous, as it can infect a humanoid with lycanthropy. A humanoid that fails to resist the curse becomes a werewolf itself, losing control over its transformations and actions during the full moon. A werewolf can only be cured of lycanthropy by a remove curse spell or a similar effect.

Werewolves are hostile toward lycanthropes who oppose them, especially werebears.

HABITAT / SOCIETY

Werewolves can be found in any climate and environment, both in the wild and in civilization. Some werewolves live in isolation, hiding their true nature from others, while others form packs with other werewolves or wolves. A pack is led by an alpha, who is the strongest and most dominant member of the group. The alpha decides when and where the pack hunts, mates, and rests. The pack members are loyal to the alpha and follow its commands, but they may challenge it for leadership if they sense weakness or dissatisfaction.

Werewolves have a complex relationship with other races and creatures. Some werewolves view themselves as superior to other humanoids and prey on them without mercy. Others try to coexist peacefully with other races and protect their territory from intruders. Some werewolves even join forces with other lycanthropes or shapeshifters, such as werebears or druids. Werewolves are generally hostile to vampires, seeing them as unnatural enemies and rivals.

As humans, werewolves do not build homes, although they may take over existing dwellings, sometimes the home of past victims. Caves and burrows are the dens most commonly used in the wild. These sparsely furnished retreats are used mostly as a sleeping area and a place to store their human possessions. Many werewolf families roam the countryside in wagons, much like gypsies. In fact, this has caused many gypsies to be accused of being werewolves.

Werewolves live in packs, generally related by bloodlines. Werewolf packs of five to eight individuals are single family groups consisting of a male, female, and three to six cubs, six to nine years old. Cubs under six years old are kept in secluded dens and never encountered by hostile humans.

When pregnant, the female retreats with her mate and an older female who will act as midwife. In a very secluded area they prepare a special den that will be home for the mother and her cubs for the next six years. The female gives birth to a litter of 5-10 cubs. The cubs are born in the hybrid form; they resemble fuzzy human babies with wolflike faces.

Cubs grow at the same rate as humans for their first five years. By the sixth year they attain 60% of their full growth. At this point they develop the ability to transform into their other forms. Each following year brings an increase of an additional 10% growth. Werewolves are considered mature at age 10.

If a werewolf mates with a woman, the offspring is completely human. The temperament reflects the father; such children are violent, combative, and prone to mental illness. There is a 10% chance each year from the onset of adolescence that such a child will spontaneously transform into a true werewolf.

ECOLOGY

Werewolves are carnivorous creatures that feed on meat, preferably fresh and raw. They hunt in packs or alone, depending on their personality and social status. They prefer to hunt at night, especially during the full moon, when their animal instincts are stronger and more uncontrollable. They can eat almost any kind of animal, but they have a special taste for human flesh.

Werewolves are fertile creatures that can mate with other werewolves or with humanoids of compatible races. The offspring of such unions are always werewolves themselves, inheriting the curse from their parents. Werewolves can also mate with wolves or other canines, producing hybrid offspring that are usually sterile.

Werewolves have few natural predators, except for other werewolves or creatures that can harm them with silver weapons or magic. They are also vulnerable to diseases that affect wolves or humanoids, such as rabies or lycanthropy fever. Werewolves have a lifespan similar to that of humans, but they age slower and retain their physical vigor longer.

Werewolf’s parts are employed as material component to empower the following spells: