15 in humanoid form (studded leather), 13 in wolf or hybrid form (natural armor)
71 (11d8 + 22)
30 ft., (40 ft. in wolf form)
Deception +3, Insight +4, Perception +4, Sleight of Hand +6, Stealth +6
bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered
Common and two others (can't speak in wolf form)
5
On each of its turns, the werewolf can use a bonus action to take the Dash, Disengage, or Hide action.
The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Climbing no longer costs the werewolf extra movement. When making a running jump, the distance it covers increases by 3 feet.
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. 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.
While a humanoid or hybrid, the werewolf deals an extra 10 (3d6) damage when it hits a target with a sword attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the werewolf that isn't incapacitated and the werewolf doesn't have disadvantage on the attack roll.
The werewolf makes two attacks: one with its bite and one with its claws or shortsword.
Melee Weapon Attack: +5 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 13 Constitution saving throw or be cursed with werewolf lycanthropy.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.