Shapechanger. The werewolf can use its action to polymorph 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 is transformed. It reverts to its true form if it dies.
Keen Hearing and Smell. The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Canine Master. The werewolf has the ability to command all canines, and they can't ever be hosite towards it. Even when summoned by a spell canines are unable to harm the wolf. All canines are willing to fight for it and that even includes winter wolves and dire wolves. Using a 1 hour ritual in can make any canine into a dire wolf or a dire wolf into a winter wolf.
Innate Spellcasting. The Alpha's innate spellcasting ability is Wisdom (spell save DC 19, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: locate creature, pass without trance
3/day each: fog cloud, ice knife, entangle
1/day each: cone of cold
Magic Weapons. The werewolf's weapon attacks are magical.
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 24 (4d8 + 6) piercing damage.
Reaction Name. Enter the description for your action.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Description
Long ago when the elfs were close with their gods they saw the danger the other mortal races posed to nature. Then 4 of their Archdruids went to their god of the wilds Skathis, who blessed them with the power to hold the other races back. He turned them into Alpha Werewolves. From then on they went to protect vauble areas of nature. Saddly though they have been hunted, betrayed, and slain. Now they are merrly the stuff of legend, unless you look in the right place.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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