bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
Senses
passive Perception 14
Languages
—
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
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.
How many werewolves (wolf form) for a fight?
A werewolf (wolf form) is worth 700 XP. Using the 2024 encounter budgets (SRD 5.2), this is how many werewolves (wolf 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 level
Low
Moderate
High
2nd
—
—
1
3rd
—
1
2
4th
1
2
2
5th
2
4
6
6th
3
5
8
7th
4
7
9
8th
5
9
12
9th
7
11
12+
10th
9
12+
12+
11th
10
12+
12+
12th
12
12+
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 (wolf form) compares at CR 3
Against the 21 other challenge 3 monsters in the SRD 5.1, the werewolf (wolf 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.
Statistic
Werewolf, Wolf Form
CR 3 average
Armor Class
12
14.2
Hit points
58
59
Best attack bonus
+4
+5
Werewolf, Wolf Form 2024 stat block
The 2024 Monster Manual revised the werewolf, wolf form, and the SRD 5.2 carries the new stat block. What changed:
Its creature type changed from humanoid to monstrosity.
Armor Class: 12 → 15.
Hit points: 58 → 71.
Ability scores: STR 15 → 16, DEX 13 → 14.
New in its stat block: Pack Tactics, Multiattack, Scratch and Shape-Shift.
Gone from it: Shapechanger and Keen Hearing and Smell.
Armor Class
15
Hit Points
71 (11d8 + 22)
Speed
40 ft.
Challenge
3 (700 XP)
STR
DEX
CON
INT
WIS
CHA
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.
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.