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System Reference Document 5.2.1
Weretiger
Weretiger
Medium or Small Monstrosity (Lycanthrope), Neutral
AC 12  Initiative +2 (12)
HP 120 (16d8 + 48)
Speed 30 ft., 40 ft. (tiger form only)
MOD SAVE MOD SAVE MOD SAVE
Str 17 +3 +3 Dex 15 +2 +2 Con 16 +3 +3
Int 10 +0 +0 WIS 13 +1 +1 Cha 11 +0 +0
Skills Perception +5, Stealth +4
Gear Longbow
Senses Darkvision 60 ft.; Passive Perception 15
Languages Common (can’t speak in tiger form)
CR 4 (XP 1,100; PB +2)
Actions
Multiattack. The weretiger makes two attacks, using 
Scratch or Longbow in any combination. It can replace 
one attack with a Bite attack.
Bite (Tiger or Hybrid Form Only). Melee Attack Roll: 
+5, reach 5 ft. Hit: 12 (2d8 + 3) Piercing damage. If 
the target is a Humanoid, it is subjected to the follow-
ing effect. Constitution Saving Throw: DC 13. Failure: 
The target is cursed. If the cursed target drops to 0 Hit 
Points, it instead becomes a Weretiger under the GM’s 
control and has 10 Hit Points. Success: The target is im-
mune to this weretiger’s curse for 24 hours.
Scratch. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 
+ 3) Slashing damage.
Longbow (Humanoid or Hybrid Form Only). Ranged 
Attack Roll: +4, range 150/600 ft. Hit: 11 (2d8 + 2) 
Piercing damage.
Bonus Actions
Prowl (Tiger or Hybrid Form Only). The weretiger 
moves up to its Speed without provoking Opportunity 
Attacks. At the end of this movement, the weretiger can 
take the Hide action.
Shape-Shift. The weretiger shape-shifts into a Large 
tiger-humanoid hybrid or a Large tiger, or it returns to 
its true humanoid form. Its game statistics, other than 
its size, are the same in each form. Any equipment it is 
wearing or carrying isn’t transformed.
Werewolf
Werewolf
Medium or Small Monstrosity (Lycanthrope), Chaotic Evil
AC 15  Initiative +4 (14)
HP 71 (11d8 + 22)
Speed 30 ft., 40 ft. (wolf form only)
MOD SAVE MOD SAVE MOD SAVE
Str 16 +3 +3 Dex 14 +2 +2 Con 14 +2 +2
Int 10 +0 +0 WIS 11 +0 +0 Cha 10 +0 +0
Skills Perception +4, Stealth +4
Gear Longbow
Senses Darkvision 60 ft.; Passive Perception 14
Languages Common (can’t speak in wolf form)
CR 3 (XP 700; PB +2)
Traits
Pack Tactics. The werewolf has Advantage on an attack 
roll against a creature if at least one of the werewolf’s 
allies is within 5 feet of the creature and the ally doesn’t 
have the Incapacitated condition.
Actions
Multiattack. The werewolf makes two attacks, using 
Scratch or Longbow in any combination. It can replace 
one attack with a Bite attack.
Bite (Wolf or Hybrid Form Only). Melee Attack Roll: 
+5, reach 5 ft. Hit: 12 (2d8 + 3) Piercing damage. If 
the target is a Humanoid, it is subjected to the follow-
ing effect. Constitution Saving Throw: DC 12. Failure: 
The target is cursed. If the cursed target drops to 0 Hit 
Points, it instead becomes a Werewolf under the GM’s 
control and has 10 Hit Points. Success: The target is im-
mune to this werewolf’s curse for 24 hours.
Scratch. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 
+ 3) Slashing damage.
Longbow (Humanoid or Hybrid Form Only). Ranged 
Attack Roll: +4, range 150/600 ft. Hit: 11 (2d8 + 2) 
Piercing damage.
Bonus Actions
Shape-Shift. The werewolf shape-shifts into a Large 
wolf-humanoid hybrid or a Medium wolf, or it returns 
to its true humanoid form. Its game statistics, other than 
its size, are the same in each form. Any equipment it is 
wearing or carrying isn’t transformed.
White Dragons
White Dragon Wyrmling
Medium Dragon (Chromatic), Chaotic Evil
AC 16  Initiative +2 (12)
HP 32 (5d8 + 10)
Speed 30 ft., Burrow 15 ft., Fly 60 ft., Swim 30 ft.