Dungeons & Dragons has earned a reputation for some bizarre rule loopholes over the years, and the current edition of the game has a strange one involving werewolves and their inability to harm each other.
Werewolves are one of the most iconic monsters in fiction, so it’s only natural that they appear as foes in Dungeons & Dragons. Lycanthropy is treated like a disease in the Dungeons & Dragons multiverse, so it’s possible for a player to become infected and need to hide when the full moon rises. It’s possible for some players to learn to control their new form, giving them a mid-battle transformation that they can call upon, but the risks involved with mastering this ability means that most people aren’t willing to try and acquire it.
Like their pop culture counterparts, the werewolves in Dungeons & Dragons have their own set of special immunities to damage. In the current edition of the game, werewolves cannot be harmed by nonmagical attacks, unless they come from silvered weapons. This comes from many stories where werewolves need to be slain by a silver weapon, such as a silver bullet through the heart.
There is one problem with this set of stats, as pointed out over at the Bell of Lost Souls. Werewolves themselves don’t have the “Magical Attack” trait that some monsters possess. This means that werewolves cannot physically harm each other with their regular attacks, so they better go hunting for a silver weapon or magic item if they want to face each other in combat.
In order for a werewolf to harm another, they would have to rely on non-standard attacks, such as falling damage or drowning. The fact they have a base hit point score of 58 means that this is going to take a long time to shave down through unconventional methods. This means that werewolves who form packs must have an incredibly dull time trying to work out who the leader is when all of the battles deteriorate into MMA grapple-fests.
Source: Bell Of Lost Souls