b'Werewolf Ravager \n'b'  Medium   humanoid  (any, shapechanger),  any  \n'b'  Armor Class  13 in humanoid form, 16 (natural armor) in hybrid form  Hit Points  91 (14d8 + 28)  Speed  30 ft. (50 ft. in hybrid form)\n'b' STATS STR: 17 (+3) DEX:  16 (+3)  CON:  14 (+2)  INT:  9 (-1)  WIS:  15 (+2)  CHA:  10 (+0)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Str  +6,  Dex +6  Skills   Perception  +5  Damage Vulnerabilities  bludgeoning, piercing, and slashing damage by silvered weapons  Damage Immunities  bludgeoning, piercing, and slashing damage by attacks that aren\xe2\x80\x99t silver  Condition Immunities   charmed ,  frightened   Senses   darkvision  60 ft., passive  Perception  15  Languages  any two languages  Challenge  7 (2,900 XP)  Proficiency Bonus  +3 \n'b' SPECIAL TRAITS \n'b'\n'b'  Grappler . While a creature is  grappled  by the werewolf ravager, the werewolf has advantage on  attack  rolls against  grappled  targets, and the target takes an additional 3 (1d6) damage whenever it is hit with the werewolf\xe2\x80\x99s bite or claw  attack . \n'b'  Shapechanger . The werewolf can use its action to  polymorph  into a wolf-humanoid hybrid or back into its true form, which is humanoid. Any armor it is wearing merges into its hybrid form. It reverts to its true form if it dies. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The werewolf ravager makes two  melee attacks . It can only make one bite  attack  per turn. \n'b'  Bite (Hybrid Form Only) .  Melee Weapon Attack : +6 to hit, reach 5 ft., one creature.  Hit : 12 (2d8 + 3) piercing damage. The target must succeed on a DC 14  Strength  saving throw or be  grappled . Additionally, if the target is a humanoid, it must succeed on a DC 13  Constitution  saving throw or be cursed with werewolf lycanthropy. \n'b'  Claw (Hybrid Form Only) .  Melee Weapon Attack : +6 to hit, reach 5 ft., one creature.  Hit : 10 (2d6 + 3) slashing damage. \n'b'  Short Sword .  Melee Weapon Attack : +6 to hit, reach 5 ft., one creature.  Hit : 6 (1d6 + 3) piercing damage. \n'b'\n'b' ABOUT \n'b'  Nighttime Horror . Travelers plan their routes to avoid camping in the wilds on nights of the full moon. All know of the savage werewolves and other lycanthropes that roam the wilderness in search of victims, and few are willing to venture forth for fear of a bite from one of these creatures. \n'b'  Cursed Existence . Lycanthropy is not a disease, but a magical curse that spreads when one of its bearers bites a victim. Most lycanthropes live a pained existence, constantly at war with the primal instincts that drive them to kill. \n'b'  Savage Control . The strong druidic traditions make strides in dealing with cursed individuals. Those in tune with nature sometimes master the beast that rages within them, finding a spiritual side that transforms the curse into a blessing. But this ability is attainable by few, and even then, only after years of training. \n'b'  Variant Lycanthropes . The typical presentation of lycanthropy leaves its victims dangerous enough, but sometimes there are alternate forms, even more dangerous than a typical cursed victim.'