Werewolf, Hybrid Form icon: a snarling werewolf
Icon by Lorc, CC BY 3.0

Werewolf, Hybrid Form 5e stat block

Medium humanoid (human, shapechanger), chaotic evil · CR 3 · 2024 stat block below

Armor Class
12 (natural armor)
Hit Points
58 (9d8+18)
Speed
30 ft.
Challenge
3 (700 XP)
Proficiency bonus
+2
STRDEXCONINTWISCHA
15 (+2)13 (+1)14 (+2)10 (+0)11 (+0)10 (+0)
Skills
Perception +4, Stealth +3
Damage immunities
bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
Senses
passive Perception 14
Languages
Common

Traits

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

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

How many werewolves (hybrid form) for a fight?

A werewolf (hybrid form) is worth 700 XP. Using the 2024 encounter budgets (SRD 5.2), this is how many werewolves (hybrid form) fit each difficulty for a party of four characters of the same level. A dash means even one would be over the budget.

Party levelLowModerateHigh
2nd——1
3rd—12
4th122
5th246
6th358
7th479
8th5912
9th71112+
10th912+12+
11th1012+12+
12th1212+12+

Budgets add up every monster’s XP, so you can swap some for other creatures of the same total. Try other party sizes and mixes in the encounter calculator.

How the werewolf (hybrid form) compares at CR 3

Against the 21 other challenge 3 monsters in the SRD 5.1, the werewolf (hybrid form) has more hit points than 9 of them, which makes it a little frailer than most at its CR. See every CR 3 monster.

StatisticWerewolf, Hybrid FormCR 3 average
Armor Class1214.2
Hit points5859
Best attack bonus+4+5

Werewolf, Hybrid Form 2024 stat block

The 2024 Monster Manual revised the werewolf, hybrid form, and the SRD 5.2 carries the new stat block. What changed:

Armor Class
15
Hit Points
71 (11d8 + 22)
Speed
30 ft.
Challenge
3 (700 XP)
STRDEXCONINTWISCHA
16 (+3)14 (+2)14 (+2)10 (+0)11 (+0)10 (+0)
Senses
darkvision 60 ft., passive Perception 14
Languages
Common (can’t speak in wolf form)
Gear
Longbow

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

Multiattack. The werewolf makes two attacks, using Scratch or Longbow in any combination. It can replace one attack with a Bite attack.

Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 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 GM’s control and has 10 Hit Points. Success: The target is immune to this werewolf’s curse for 24 hours.

Scratch. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Slashing damage.

Longbow. Ranged Attack Roll: +4, range 150/600 ft. Hit: 11 (2d8 + 2) Piercing damage.

Bonus actions

Shape-Shift. The werewolf shape-shifts into a Large wolf-humanoid hybrid or a Medium wolf, or it returns to its true humanoid form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed.

Similar monsters

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