I don't really like the 2024 implementation. It just doesn't feel...evocative to me? I'm not sad to see the immunity against non-magic / silvered weapons go as that resulted in some tedious battles; though I think SOME sort of resistance to normal damage should have been kept for thematic reasons; regeneration might have been one way to accomplish this. Though I worry about it intruding on the Troll's personal uniqueness a bit. What do you all think of something like THIS maybe?
Werewolf (Shapechanger)
HP: 65 or so?
AC: 14 (natural armor)
Speed: 30 (40 in wolf or hybrid form)
St 16 Dx 14 Cn 15 In 10 Ws 14 Ch 8
Skills: Perception +4 Survival +6
Damage Resistances: Bludgeoning, Slashing, and Piercing from non-silvered weapons while blood-frenzied only
Immunities: None
Senses: Darkvision 60 feet, Keen Hearing and Smell, passive perception 14
Traits:
Blood-Frenzy: Werewolves enter a euphoric state when inflicting bloody wounds upon sentient creatures. When dealing damage in combat, the werewolf gains the blood-frenzied status until the end of their next turn. This grants advantage on attack rolls, resistance to bludgeoning / piercing / slashing damage from non-silvered weapons, and increases the damage from their attacks by 2d6
Rapid Healing: Werewolves heal 3 hp at the beginning of their turn in combat. If reduced to 0 hp, the werewolf dies normally. But it returns to life at the next full moon unless slain with a silvered weapon or poisoned with wolfsbane. The lupine spirit that inhabits a werewolf is even capable of creating a new body if necessary.
Shapechange: (standard lycanthrope)
Keen Hearing and Smell
Actions
Multiattack: The werewolf makes two attacks with its claws or spear. One of these attacks may be replaced with a bite attack while in wolf or hybrid form
Claws (Hybrid only): +5 to hit, reach 5 ft, one target. Hit: 7 (1d8+3) or 14 (1d8+3 plus 2d6) while blood-frenzied.
Spear (Human only): +5 to hit, reach 5 ft or range 20/60, single target. Hit: 7 (1d8+3) or 14 (1d8+3 plus 2d6) while blood-frenzied.
Bite (Hybrid or Wolf only): +5 to hit, reach 5 ft, single target. Hit: 8 (2d4+3) or 15 (2d4+3 plus 2d6) while blood-frenzied plus Curse of Lycanthropy.
Bonus Actions
Feral Leap (recharges 5-6): The werewolf can make a jump of up to 15 feet long and 10 feet high in distance. This movement doesn't provoke attacks of opportunity.
Tweak damage, hp, etc as needed.