Keen Senses. The werebeast has advantage on Wisdom (Perception) checks. Hunter. The werebeast rolls attacks with advantage against creatures who are frightened by it. Charge. If the werebeast moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.
Multiattack. The werebeast makes up to two attacks: one with its gore, or two with its claws. (This does not stack with extra attack.) Gore. Melee Weapon Attack: +8 to hit, reach 5 ft, one target. Hit: (2d10 + 5) piercing damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with werebeast lycanthropy. Claws. Melee Weapon Attack: +8 to hit, reach 5 ft, one target. Hit: (2d4 + 5) slashing damage. Roar. Uses its action to roar, forcing each creature of your choice within 30 feet of it to make the Wisdom saving throw (DC equal to 12 + 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.