Keen Hearing and Smell. The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. Hunter. The werewolf rolls attacks with advantage against creatures who are frightened by it. Pounce. If the werewolf moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the werewolf can make one bite attack against it as a bonus action. Running Leap. With a 10-foot running start, the werewolf can long jump up to 25 feet.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: (1d10 + 3) piercing damage. If the target is a humanoid, it must succeed on a DC 10 Constitution saving throw or be cursed with werewolf lycanthropy. Claws. Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: (1d8 + 3) slashing damage. Roar. Uses its action to roar, forcing each creature of its choice within 30 feet of it to make the Wisdom saving throw (DC equal to 10 + Charisma modifier). On a failed save, a target becomes frightened for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success.
Shove. The werewolf can shove as a bonus action. Howl. The werewolf can howl to intimidate foes. Forcing one creature of its choice within 30 feet of it, if the creature can see or hear the werewolf, to make a Wisdom saving throw (DC equal to 10 + Charisma modifier) or be intimidated and suffer disadvantage on all attack rolls until the end of the werewolves next turn. Creatures that are immune to being frightened cannot suffer this affect (1a Totem of Fear/Choose two creatures).