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Monster

Wolfwere Alpha

Medium Humanoid · Chaotic Evil

Minsc and Boo's Journal of Villainy Page 154
Armor Class 12, 13
Hit Points 104 (16d8 + 32)
Speed Walk 30 ft. ((40 ft. in dire wolf form))
CR 6
STR 20 +5
DEX 14 +2
CON 14 +2
INT 10 +0
WIS 8 -1
CHA 16 +3

Traits

Keen Hearing and Smell

The wolfwere has advantage on Wisdom () checks that rely on hearing or smell.

Pack Tactics

The wolfwere has advantage on an attack roll against a creature if at least one of the wolfwere's allies is within 5 feet of the creature and the ally isn't .

Actions

Multiattack (Hybrid form only)

The wolfwere makes three attacks: one with its Bite and two with its Claws.

Longsword (Humanoid form only)

Melee Weapon Attack +8 to hit, reach 5 ft., one target. 10 () Slashing damage or 11 () Slashing damage if used with two hands.

Bite (Wolf or Hybrid form only)

Melee Weapon Attack +8 to hit, reach 5 ft., one target. 12 () Piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked .

Claws (Hybrid form only)

Melee Weapon Attack +8 to hit, reach 5 ft., one target. 10 () Slashing damage.

Lethargic Song (Humanoid form only)

The wolfwere plays a magical melody on an instrument. Every Humanoid within 200 feet of the wolfwere that hears the melody must succeed on a DC 16 Wisdom saving throw or be slowed for 10 minutes, as if the spell has been cast on them. A creature can repeat the saving throw at the end of each of its turns. If a creature's saving throw is successful, the effect ends on it. A target that successfully saves is immune to this wolfwere's melody for the next 24 hours.

Change Shape

The wolfwere polymorphs into a wolf-humanoid hybrid or into a Humanoid (elf or human), or back into its true form, which is a dire wolf. 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.
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