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. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. If in moonlight, it must make a DC 15 WIS saving throw or forcefully change into their wolf form. Keen Hearing and Smell. The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Multiattack. The werewolf makes two attacks: two with its claws or one with its bite and one with its claws. 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.
If Large, Deflect one attack with it's claws on reaction to halve damage taken. Once per day.
Hunting in groups of two, they sandwich a target.
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