Werewolf, variant (5e Creature)
From D&D Wiki
Medium (human form), Large (wolf/hybrid form) humanoid (human, shapeshifter), any alignment (human form), chaotic evil (wolf/hybrid form)
Saving Throws con + 10
Shapeshift. The werewolf can use an action to polymorph into its wolf or wolf/human hybrid form or back into its true form. In either form its stats are the same except for the changes written (e.g if written "in wolf form" or "human or hybrid form only").When the werewolf dies it reverts to it true form. In wolf form the werewolf has 20 temporary hit points.
Pounce(wolf or hybrid form only). If the werewolf moves at least 15 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the weretiger can make one bite attack against it as a bonus action.
Regeneration. At the beginning of each of the werewolfs turns it regenerates 5 hit points if it has at least 1 hit point.
Multiattack. The werewolf makes three melee attacks. It can use its bite only once.
Bite (wolf or hybrid form only). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 23 (4d8 + 5) piercing damage.
Claw (wolf or hybrid form only). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
Knife (humanoid form only). Melee Weapon Attack: +9 to hit, reach 5 ft. or 20/60 ft. if thrown, one target. Hit: 7 (1d4 + 5) piercing damage.
The werewolf can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The werewolf regains spent legendary actions at the start of its turn.
Claw. The werewolf uses its claw attack.
This is a variant of werewolf created so that they can become a dangerous threat by themselves without needing to be in great hordes.