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

Champion Werewolf (True Form)

Medium Human, shapechanger, Chaotic Evil

Armor Class 18 (Plate Armour)
Hit Points 143 (22d8 + 44)
Speed: 30 ft

STR

20
( +5 )

DEX

15
( +2 )

CON

14
( +2 )

INT

14
( +2 )

WIS

14
( +2 )

CHA

12
( +1 )

Saving Throws Str: +9, Con: +6
Skills Athletics +9, Intimidation +5, Perception +6
Damage Resistances Bludgeoning, Piercing, and Slashing From Nonmagical Attacks Not Made With Silvered Weapons
Languages Common
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.

Actions

Multiattack. The champion makes three attacks with its greatsword or its shortbow.   Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage, plus 7 (2d6) slashing damage if the champion has more than half of its total hit points remaining.   Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage, plus 7 (2d6) piercing damage if the champion has more than half of its total hit points remaining.


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