b'Werewolf Sailor \n'b'  Family:   Lycanthropes  \n'b'  Medium   humanoid  (human, shapechanger),  chaotic evil  \n'b'  Armor Class  11 (in humanoid form, 12 in wolf or hybrid form)  Hit Points  58 (9d8+18)  Speed  30 ft. (40 ft. in wolf form)\n'b' STATS STR: 15 (+2) DEX:  13 (+1)  CON:  14 (+2)  INT:  10 (+0)  WIS:  11 (+0)  CHA:  10 (+0)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills  Perception +4  Damage Immunities  bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons  Senses  passive Perception 14  Languages  Common (can\xe2\x80\x99t speak in wolf form)  Challenge  3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Shapechanger . 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\xe2\x80\x99t transformed. It reverts to its true form if it dies. \n'b'  Keen Hearing and Smell . The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . (Humanoid or Hybrid Form Only). The werewolf makes two attacks: one with its bite and one with its claws or spear. \n'b'  Bite. (Wolf or Hybrid Form Only) .  Melee Weapon Attack : +4 to hit, reach 5 ft., one target.  Hit : (1d8 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werewolf lycanthropy. \n'b'  Claws . (Hybrid Form Only).  Melee Weapon Attack : +4 to hit, reach 5 ft., one creature.  Hit : (2d4 + 2) slashing damage. \n'b'  Spear . (Humanoid Form Only).  Melee Weapon Attack : +4 to hit, reach 5 ft., one creature.  Hit : (1d8 + 2) piercing damage. two handed.'