This new monster for Dungeons & Dragons is a lycanthrope that transforms into a relentless wolverine.
Medium Humanoid (Human, Shapechanger), Chaotic Evil
Armor Class 12 in humanoid form, 14 (natural armor) in wolverine or hybrid form
Hit Points 78 (12d8 + 24)
Speed 30 ft, (40 ft. in wolverine form)
|18 (+4)||15 (+2)||14 (+2)||10 (+0)||13 (+1)||10 (+0)|
Skills Perception +4, Stealth +3
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren’t Silvered
Senses Darkvision 60 ft., Passive Perception 14
Languages Common (can’t speak in wolverine form)
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Shapechanger. The werewolverine can use its action to polymorph into a wolverine-humanoid hybrid or into a wolverine, 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.
Keen Hearing and Smell. The werewolverine has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Relentless (Recharges after a Short or Long Rest). If the werewolverine takes 20 hp damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
Multiattack (Humanoid or Hybrid Form Only). The werewolverine makes two attacks: two with its spear (humanoid form) or one with its bite and one with its claws (hybrid form).
Bite (Wolverine or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with lycanthropy.
Claws (Wolverine or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) slashing damage.
Spear (Humanoid Form Only). Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack.
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