Medium Werewolf, shapechanger, Chaotic Evil
Indomitable (2/Day). The champion rerolls a failed saving throw. Second Wind (Recharges after a Short or Long Rest). As a bonus action, the champion can regain 20 hit points. Keen Hearing and Smell. The champion has advantage on Wisdom (Perception) checks that rely on hearing or smell. Shapechanger. The champion can use its action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into its true form, which is humanoid. It's hitpoints are maintained between forms. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 ft. of the creature and the ally isn't incapacitated.
Multiattack. The champion makes three melee attacks, only one can be made with it's Bite per turn or three attacks with it's shortbow. Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage, plus 7 (2d6) slashing damage if the champion has more than half of its total hit points remaining. Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage, plus 7 (2d6) piercing damage if the champion has more than half of its total hit points remaining. Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: (1d6 + 5) piercing damage, plus 7 (2d6) piercing damage if the champion has more than half of its total hit points remaining. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werewolf lycanthropy. Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: (1d4 + 5) slashing damage, plus 7 (2d6) piercing damage if the champion has more than half of its total hit points remaining.