b'Primal Werewolf Brute \n'b'  Medium   humanoid (human, shapechanger) ,  chaotic evil  \n'b'  Armor Class  16 in humanoid form (studded leather, shield), 13 (natural armor) in wolf or hybrid form  Hit Points  180 (24d8 + 72)  Speed  30 ft. (40 ft. in wolf form)\n'b' STATS STR: 18 (+4) DEX:  15 (+2)  CON:  16 (+3)  INT:  10 (+0)  WIS:  11 (+0)  CHA:  10 (+0)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saves   Str  +7,  Dex  +5,  Con  +6  Skills   Athletics  +10,  Intimidation  +5,  Perception  +4,  Stealth  +3  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  8 (3,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Bloodscent . A primal werewolf brute is considered proficient in  Wisdom  ( Survival ) skill if it can use smell to track the target. Double the proficiency bonus if already proficient in  Wisdom  ( Survival ). \n'b'  Bloodthirsty . When a primal werewolf brute takes damage in combat, it can  fly  into a rage as a  reaction . It gains advantage on  attack  rolls (but provides advantage to attacker\xe2\x80\x99s  attack  rolls) and does an extra die of damage (not included). \n'b'  Brave . The primal werewolf brute has advantage on saving throws against being  frightened . \n'b'  Brute . A melee weapon deals one extra die of its damage when the primal werewolf brute hits with it (included in the  attack ). \n'b'  Keen Hearing and Smell . The primal werewolf brute has advantage on  Wisdom  ( Perception ) checks that rely on hearing or smell. \n'b'  Shapechanger . The primal werewolf brute 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'\n'b' ACTIONS \n'b'\n'b'  Multiattack (Humanoid or Hybrid Form Only) . The primal werewolf brute makes three attacks: one with its bite and two with its melee weapons or two  ranged attacks  (if appropriately equipped). \n'b'  Bite (Wolf or Hybrid Form Only) .  Melee Weapon Attack : +7 to hit, reach 5 ft., one target.  Hit : 6 (2d8 + 4) 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 : +7 to hit, reach 5 ft., one creature.  Hit : 7 (3d4 + 4) slashing damage. \n'b'  Spear (Humanoid Form Only) .  Melee or Ranged Weapon Attack : +7 to hit, reach 5 ft. and range 20/60 ft., one target.  Hit : 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a  melee attack . \n'b'  Shield Bash (Humanoid Form Only) .  Melee Weapon Attack : +7 to hit, reach 5 ft., one creature.  Hit : 9 (2d4 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 15  Strength  saving throw or be knocked  prone . \n'b'\n'b' REACTIONS \n'b'\n'b'  Parry . The primal werewolf brute adds 3 to its AC against one  melee attack  that would hit it. To do so, the primal werewolf brute must see the attacker and be wielding a melee weapon (in humanoid form) or be in hybrid form.'