b'Moonbound Dire Werewolf \n'b'\n'b'  Medium (or Large)   humanoid  (human, shapechanger),  chaotic evil  \n'b'  Armor Class  14 in humanoid form, 16 in dire wolf or hybrid form \n'b' Hit Points  152 (16d8+ 80) in humanoid form, or 168 (16d10 + 80) in dire wolf or hybrid form\n'b' STATS STR: 20 (+5) DEX:  18 (+4)  CON:  20 (+5)  INT:  10 (+0)  WIS:  14 (+2)  CHA:  8 (-1)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Str  +9,  Con  +9 \n'b' Skills   Athletics  +9,  Perception  +6,  Stealth  +8,  Survival  +6 \n'b' Damage Immunities  bludgeoning, piercing, and slashing from nonmagical Attacks that aren\xe2\x80\x99t silvered \n'b' Damage Resistances  cold \n'b' Senses  passive  Perception  16 \n'b' Languages  Common (can\xe2\x80\x99t speak in dire wolf form) \n'b' Challenge  9 (5,000 XP) \n'b' Special Traits \n'b'\n'b'  Shapechanger . The dire werewolf can use her action to  polymorph  into a dire wolf-humanoid hybrid or into a wolf, or back into her true form, which is  human . Her statistics, other than her  size , AC, and  hit points , remain the same for each form. Any equipment she is wearing or carrying is not transformed. The dire werewolf reverts to her human form if she dies. \n'b'  Blood Frenzy . As a bonus action, the dire werewolf enters a battle rage. She gains advantage on  Strength  checks and  Strength  saving throws. During this rage, The dire werewolf does +2 bonus weapon damage with her melee weapon attacks. \n'b'  Reckless Attack . When the dire werewolf makes her first  attack  on her turn, she can  attack  recklessly. This gives her advantage on melee weapon  attack  rolls using  Strength  during her turn, but  attack  rolls against her have advantage until the start of her next turn. \n'b'  Keen Hearing and Smell . The dire werewolf has advantage on  Wisdom  ( Perception ) checks that rely on hearing or smell. \n'b'  Lycanthropic Empathy . The dire werewolf can communicate with wolves and dire wolves and can make  Charisma  ( Persuasion ) checks with advantage to alter such animals\xe2\x80\x99 attitudes. When she deals with humanoids or other civilized creatures, however, she suffers disadvantage on  Charisma  ( Deception ) and  Charisma  ( Persuasion ) checks, as well as  Wisdom  ( Insight ) checks due to her animalistic nature. \n'b'  Moonbound . When the moon is full, The dire werewolf\xe2\x80\x99s  Strength  and  Constitution  each increase by +4. These increases are already figured into her statistics. \n'b'\n'b' Actions \n'b'\n'b'  Multiattack (Humanoid or Hybrid Form Only) . The dire werewolf makes three attacks: three with her spear (humanoid form) or one with her bite and two with her claws (hybrid form). \n'b'  Bite (Dire Wolf or Hybrid Form Only) .  Melee Weapon Attack : +9 to hit, reach 5 ft., one target.  Hit : 12 (2d6 + 5) piercing damage. If the target is a humanoid, it must succeed on a DC 13  Constitution  saving throw or become cursed with dire werewolf lycanthropy. \n'b'  Claw .  Melee Weapon Attack : +9 to hit, reach 5 ft., one target.  Hit : 8 (1d8 + 5) slashing damage. \n'b'  Spear (Humanoid Form Only) .  Melee Weapon Attack : +9 to hit, reach 5 ft. or ranged 20/60 ft., one target.  Hit : 8 (1d6+ 5) piercing damage.'