Werewolf · CR 3
Type: Humanoid · Size: see stat block · Grade: Medium (capacity 100 MP) Harvest check: Medicine, Survival or a fitting tool · see Harvesting Creatures
Harvest
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Specific parts
| Part | Classification | Grade | Capacity | Check | Time | Drawback damage | Ruin damage |
|---|---|---|---|---|---|---|---|
| Cursed Blood | Creature Part, Unique | Medium | 100 | Medicine or Survival 15 | 1 minute | – | Necrotic, Poison |
Drawback damage: +5 DC for each listed type the creature took during the fight. Ruin damage: the part is ruined if the creature took any listed type. See Damage to parts.
Trait parts
Grade = the creature’s grade (Medium), DC 15.
- Nerva Magna – from Keen Senses
Part descriptions
Cursed Blood
Dark blood with a lingering trace of the lycanthrope curse – too weak to infect, but a handy alchemical agent.
Good for: cursed items (minor fit), e.g. a berserker axe.
Statblock
Werewolf, Hybrid Form – SRD 5.2
Large Monstrosity, Chaotic Evil
AC 15 · HP 71 (11d8 + 22) · Speed 30 ft.
Score Save Score Save STR 16 (+3) +3 INT 10 (+0) +0 DEX 14 (+2) +2 WIS 11 (+0) +0 CON 14 (+2) +2 CHA 10 (+0) +0 Skills Perception +4, Stealth +4
Senses Darkvision 60 ft.; Passive Perception 14
Languages Common (can’t speak in wolf form)
CR 3 (XP 700; PB +2)
Traits
Pack Tactics. The werewolf has Advantage on an attack roll against a creature if at least one of the werewolf’s allies is within 5 feet of the creature and the ally doesn’t have the Incapacitated condition.
Actions
Multiattack. The werewolf makes two attacks, using Scratch or Longbow in any combination. It can replace one attack with a Bite attack.
Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 12 (2d8 + 3) Piercing damage. If the target is a Humanoid, it is subjected to the following effect. Constitution Saving Throw: DC 12. Failure: The target is cursed. If the cursed target drops to 0 Hit Points, it instead becomes a Werewolf under the GM’s control and has 10 Hit Points. Success: The target is immune to this werewolf’s curse for 24 hours.
Scratch. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Slashing damage.
Longbow. Ranged Attack Roll: +4, range 150/600 ft. Hit: 11 (2d8 + 2) Piercing damage.
Bonus Actions
Shape-Shift. The werewolf shape-shifts into a Large wolf-humanoid hybrid or a Medium wolf, or it returns to its true humanoid form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed.
Other forms in the SRD: Werewolf, Human Form, Werewolf, Wolf Form.
Statblock from the System Reference Document 5.2 (CC-BY 4.0) – the SRD calls it Werewolf, Hybrid Form. See Credits and License.
Based on Nord Games – Foraging, Harvesting (p. 201) – part descriptions rewritten in our own words.