Large Humanoid, Chaotic Evil
Armor Class 17 in humanoid form 15
Hit Points 160 (12d12 + 8)
Speed 45 ft., walk 45 ft., climb 45 ft., swim 35 ft.
STR
20 (+5)
DEX
17 (+3)
CON
16 (+3)
INT
12 (+1)
WIS
17 (+3)
CHA
10 (+0)
Saving Throws STR +9, DEX +7, WIS +7
Skills Animal Handling +6, Intimidation +10, Stealth +8, Survival +8
Damage Vulnerabilities Poison
Damage Resistances Cold
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Condition Immunities Blinded, Charmed, Frightened
Senses Darkvision 60 ft, Truesight 45 ft, Passive Perception 8
Languages Common (can speak in its wolf form)
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Shapechanger. The Alpha werewolf can use its action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Alpha's Gaze. The Alpha Werewolf start off its turns in the fight using its Alpha's Gaze in a 25 ft cone. Players or creatures must make a DC 15 Wisdom Saving throw or be startled and attack at disadvantage.

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

 

Actions

Multiattack. (Humanoid or Hybrid Form Only). The werewolf makes two attacks: one with its bite and one with its claws or drive a Spear like kick with its strong legs.

Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 6 (3d8 + 5) piercing damage.  Wolf 6 (3d6 + 5) Bludgeoning damage. If the target is a humanoid, it must succeed on a DC 16 Constitution saving throw or be cursed with werewolf lycanthropy and be under its control.

Claws. (Hybrid or Wolf Form Only). Melee Weapon Attack: +8 to hit, reach 8 ft., one creature. Hit: 7 (2d10 + 5) slashing damage, Wolf 6 (2d8 + 5) Slashing damage 

Spear Kick (Hybrid or Humanoid Form Only). Melee Attack: +4 to hit, reach 8 ft. or range one creature. Hit: 8 (2d12 + 5) piercing damage, Humanoid 6 (2d8 + 5) 

Reactions

Reaction Name. Enter the description for your action.

Description

A Alpha werewolf is a large savage predator that is a leader of a Werewolf pack which can generate from 8 to 10. They normally do not leave their lairs but if they do they will be accompanied by members of their pack. They can appear as a humanoid, as a wolf, or in a terrifying hybrid form; Which is a muscular humanoid body with a terrifying wolf’s head. Its eyes glow reddish orange in the night as it uses its intimidating gaze to leave its opponents startled leaving it at the advantage when attacking it prey. Warriors will often carry silver or lace their weapons with with Wolfsbane to attempt to take down one. As it is the only type of poison to work on them. The Skull of a Alpha Werewolf is highly valued and can be sold at a high price of 20 silver pieces or rumored to be used in master spell crafting.

Lair and Lair Actions

In its lair the Alpha werewolf can perform these 2 lair actions only 1 at a time and once every two turns.

Lycan's Call: The Alpha Werewolf makes a loud shriek only known to its werewolf's and werewolf beta's . it can call forth up to 2 werewolf's and 2 werewolf beta's that are up to only 30 ft away.

Area Throw: The Alpha Werewolf uses its strength and surroundings to pick up objects such as trees, Rocks and even a goblin to throw at its enemies.  Players or creatures in range of the attack must succeed a DC 18 Dexterity saving throw or take. Rage 10 - 45 ft Rock Hit: 6(3d12 + 5) Bludgeoning damage  Tree Hit: 6(2d8 + 5) Bludgeoning damage Goblin Hit: 4(2d4+5) Bludgeoning damage.

 

Monster Tags: Shapechangerhumanoid

Habitat: DesertForestGrasslandHillMountain

Dracophoenix55

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