Large Humanoid, Chaotic Evil
Armor Class 18 Natural
Hit Points 135 (19d8 + 40)
Speed 50 ft.
STR
20 (+5)
DEX
18 (+4)
CON
18 (+4)
INT
12 (+1)
WIS
16 (+3)
CHA
12 (+1)
Saving Throws STR +11, WIS +9
Skills Acrobatics +10, Athletics +11, Perception +9, Stealth +10
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Senses Darkvision 30ft, Passive Perception 18
Languages Common
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

Keen Hearing and Smell. The Alpha Werewolf has advantage on Wisdom Perception checks that rely on hearing or smell.

Spellcasting. The Alpha Werewolf is a 16th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The Alpha Werewolf has the  following Ranger spells prepared:

1st level (4 slots): Cure Wounds, Hunter's Mark

2nd level (3 slots): Pass Without a Trace, Silence, Spike Growth

3rd level (3 slots): Wind Wall, Protection from Energy, Water Walking

4th level (2 slots): Grasping Vine

Actions

Multiattack. The alpha werewolf makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 25 (4d8 + 5) piercing damage. If the target is a humanoid, it must succeed on a DC 16 Constitution saving throw or be cursed with werewolf lycanthropy.

Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. Hit: 17 (3d6 + 5) slashing damage.

Howl of the Wild. The Alpha Werewolf can howl as an action and call 1d6 wolves in as allies, the wolves show up at the end of the Alpha Werewolf's next turn

Description

This is a Ranger turned Werewolf who remained in their wolf form for too long, now permanently in wolf form. The Alpha Werewolf has managed to regain its intelligence, and Ranger training and has now become even smarter then when it was a normal person, and far stronger then its old wolf form.

Monster Tags: Shapechanger

Habitat: ForestHill

mattPKC

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