12 humanoid form, 13 (natural armor) wolf/ hybrid form
55 (10d8 + 10)
walk 30 ft. (40 ft. in dire wolf form)
Perception +4
bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't iron
Common (can't speak in wolf form)
4
The wolfwere can use its action to polymorph into a wolf-humanoid hybrid or into a human or elf, 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.
The wolfwere has advantage on Wisdom (Perception) checks that rely on hearing or smell.
The wolfwere has advantage on an attack roll against a creature if at least one of the wolfwere's allies is within 5 ft. of the creature and the ally isn't incapacitated.
The wolfwere makes two attacks: one with its bite and one with its claws.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 4) slashing damage or 10 (1d10 + 5) slashing damage if used with two hands.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage.
The wolfwere plays a magical melody on an instrument. Every humanoid within 200 ft. of the wolfwere that can hear the melody must succeed on a DC 13 Wisdom saving throw or be slowed for 10 minutes. 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.