☠ Bestiary

Werewolf Cub

Werewolf Cub

Lore

Small humanoid (human, shapechanger), chaotic neutral

  • Armor Class: 12 (natural armor)
  • Hit Points: 18 ($4d6 + 4$)
  • Speed: 30 ft. (35 ft. in wolf form)
STRDEXCONINTWISCHA
11 (+0)13 (+1)12 (+1)8 (-1)11 (+0)10 (+0)
  • Skills: Perception +2, Stealth +3
  • Damage Resistances: Bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
  • Senses: Passive Perception 12, Darkvision 60 ft.
  • Languages: Common (cannot speak in wolf form)
  • Challenge: 1/2 (100 XP)

Traits

Shapechanger. The cub can use its action to polymorph into a Small wolf-humanoid hybrid or a Small wolf, or back into its true humanoid form. Its statistics 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.

Keen Hearing and Smell. The cub has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Uncontrollable Tantrum (Recharges after a Short or Long Rest). If the cub takes damage that reduces it to less than half its maximum hit points ($9\text{ HP}$), it must succeed on a DC 10 Wisdom saving throw or immediately enter a feral frenzy for 1 minute. While frenzied, it must move toward the nearest creature it can see and attack it. During the frenzy, the cub gains advantage on melee attack rolls, but attack rolls against it also have advantage.

Actions

Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d6 + 1) piercing damage. If the target is a humanoid, it must succeed on a DC 11 Constitution saving throw or be cursed with werewolf lycanthropy. (Note: Because the cub is young, the curse remains dormant until the target’s next full moon).

Claws (Hybrid Form Only). Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d4 + 1) slashing damage.

Encounter

First Encountered
Session #1
Location
Yawn, Land of the Gods
Habitat
Town
Status
Defeated