14 (armor scraps) in humanoid form, 16 (natural armor) in wolf or hybrid form
119 (14d8 + 56)
30 ft. (40 ft. in wolf form)
Str +9, Con +8, Wis +6
Athletics +9, Perception +6
bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered
passive Perception 16
Common (can't speak in wolf form)
9 (5,000 XP)
If the werewolf fails a saving throw, it can choose to succeed instead.
The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
The werewolf's allies have advantage on melee attack rolls against any hostile creature within 5 feet of the werewolf.
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.
The werewolf makes three attacks: one with its bite and two with its claws.
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with werewolf lycanthropy.
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) slashing damage.
The werewolf can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The werewolf regains spent legendary actions at the start of its turn.
The werewolf moves up to its speed without provoking opportunity attacks.
The werewolf chooses a friendly creature who can see or hear it. That creature can use its reaction to move up to its speed without provoking opportunity attacks.
The werewolf can make one claw attack against each creature within 5 feet of it.