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Champion Werewolf (Wolf Form) in Dungeons & Dragons 5e

Champion Werewolf (Wolf Form)

Medium Wolf, shapechanger, Chaotic Evil

Armor Class 13 (Natural Armour)
Hit Points 143 (22d8 + 44)
Speed: 40 ft

STR

12
( +1 )

DEX

15
( +2 )

CON

12
( +1 )

INT

3
( -4 )

WIS

14
( +2 )

CHA

12
( +1 )

Saving Throws Str: +5, Con: +5
Skills Athletics +5, Intimidation +2, Perception +6, Stealth +6
Damage Resistances Bludgeoning, Piercing, and Slashing From Nonmagical Attacks Not Made With Silvered Weapons
Languages Understands Common but can't speak.
Proficiency Bonus +4

Indomitable (2/Day). The champion rerolls a failed saving throw.   Second Wind (Recharges after a Short or Long Rest). As a bonus action, the champion can regain 20 hit points.   Keen Hearing and Smell. The champion has advantage on Wisdom (Perception) checks that rely on hearing or smell.   Shapechanger. The champion can use its action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into its true form, which is humanoid. It's hitpoints are maintained between forms. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.   Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 ft. of the creature and the ally isn't incapacitated.

Actions

Multiattack. The champion makes three attacks with its bite.   Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d6 + 2) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone


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