13
91 (14d8 + 28)
walk 30 ft. (50 ft. in hybrid form)
str +6, dex +6
perception +5
bludgeoning, piercing, and slashing from nonmagical attacks that are silvered
Could not commune
Charmed, Frightened
darkvision 60 ft.
any two languages
7
+3
While a creature is grappled by the werewolf ravager, the werewolf has advantage on attack rolls against grappled targets, and the target takes an additional 3 1d6 damage whenever it is hit with the werewolf's bite or claw attack.
The werewolf can use its action to polymorph into a wolf-humanoid hybrid or back into its true form, which is humanoid. Any armor it is wearing merges into its hybrid form. It reverts to its true form if it dies.
The werewolf ravager makes two melee attacks. It can only make one bite attack per turn.
Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 12 (2d8 + 3) piercing damage. The target must succeed on a DC 14 Strength saving throw or be grappled. Additionally, if the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with werewolf lycanthropy.
Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) slashing damage.
Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) piercing damage.