b'Werewolverine \n'b'  Family:   Lycanthropes  \n'b'  Medium   humanoid  ( human , shapechanger),  chaotic evil  \n'b'  Armor Class  12 in humanoid form, 13 (natural armor) in wolverine or hybrid form \n'b' Hit Points  78 (12d8+24) \n'b' Speed  30 ft., (40 ft. in deinonychus or hybrid form)\n'b' STATS STR: 16 (+3) DEX:  13 (+1)  CON:  18 (+4)  INT:  10 (+0)  WIS:  15 (+2)  CHA:  10 (+3)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Con  +6 \n'b' Skills   Perception  +4 \n'b' Damage Immunities  bludgeoning, piercing, and slashing damage from nonmagical weapons that aren\xe2\x80\x99t silvered \n'b' Senses   darkvision  60 ft., passive  Perception  14 \n'b' Languages  Common (can\xe2\x80\x99t speak in wolverine form) \n'b' Challenge  4 (1,100 XP) \n'b' SPECIAL Traits \n'b'\n'b'  Shapechanger . The werewolverine can use its action to  polymorph  into a wolverine-hybrid or into a wolverine, or back into its true form, which is humanoid. Its statistics, other than the changes noted, are the same for each form. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. It reverts to its true form if it dies. \n'b'  Keen Smell . The werewolverine gains advantage on  Wisdom  ( Perception ) checks that rely on smell. \n'b'  Undying Rage (Recharges after a Short or Long Rest) . If the werewolverine takes 15 damage or less that reduces it to  0 hit points , it is instead reduced to 1 hit point. When undying rage is triggered, the werewolverine gains advantage on  melee attack  rolls for 1 minute, and opponents gain advantage on  melee attack  rolls against the werewolverine for 1 minute. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The werewolverine makes two attacks, only one of which can be with its bite. \n'b'  Battleaxe (Humanoid or Hybrid Form Only) .  Melee Weapon Attack : +4 to hit, reach 5ft., one target.  Hit : 8 (1d8+3) slashing damage. \n'b'  Bite (Wolverine or Hybrid Form Only) .  Melee Weapon Attack : +4 to hit, reach 5ft., one target.  Hit : 8 (1d8+3) piercing damage. If the target is humanoid, it must succeed on a DC 12  Constitution  saving throw or be cursed with werewolverine lycanthropy. \n'b'  Claw (Wolverine or Hybrid Form Only) .  Melee Weapon Attack : +4 to hit, reach 5ft., one target. Hit: 9 (1d10+3) slashing damage. \n'b'\n'b' ABOUT \n'b' Werewolverines haunt the deep forests, feeding on anything that crosses their paths. They think nothing of attacking much larger predators to chase them off a kill. They boldly assault even large groups of humanoids, unless they have obvious silver or magic weapons. If they feel outclassed, they set up well-planned ambushes. \n'b' Werewolverines pair up only once a year to breed and raise their young. Even then, they cannot share food and fight violently among themselves.'