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. The werewolf rolls with advantage when attempting a grapple.
Multiattack. The werewolf makes up to two attacks: one with its bite, or two with its claws. (This does not stack with extra attack.) 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: (1d4 + 3) slashing damage. If the target is a creature, it must succeed on a DC 10 Strength saving throw or be knocked prone. 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).