Shapechanger. The 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.
Keen Hearing and Smell. The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Heightened Predator. The Alpha Werewolf's senses are beyond a normal werewolf. The Alpha Werewolf can locate a creature through smell and sound.
More beast than man. If the Alpha Werewolf downs a creature, it will feast upon the corpse.
Pact Tactics. The Alpha Werewolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of creature and the ally isn't incapacitated.
Regeneration. The Alpha Werewolf regains 10 hit points at the start of its turn if it has at least 1 hit point (50 hit points if under the sway of the full moon). If the werewolf takes radiant damage or damage from holy water, or damage from a silvered weapon, this trait doesn't function at the start of the Alpha Werewolf's next turn.
Alpha Werewolf Weaknesses. The Alpha Werewolf has the following flaws:
Lunacy. The alpha werewolf has disadvantage on wisdom saving throws when under the influence of the full moon.
Silver vulnerability.
Wolfsbane. If a piercing weapon covered in wolfsbane causes injury, the alpha werewolf takes 44(8d10) of necrotic damage. If wolfsbane is ingested,double the damage.
Shocking State. If the Alpha Werewolf takes lightning damage, they cannot shapechange for a minute. The werewolf stays in their current form.
Multiattack. (Humanoid or Hybrid Form Only). The werewolf makes three attacks: one with its bite and two with its claws or great-sword.
Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) piercing damage. If the target is a humanoid, it must succeed on a DC 15 Constitution saving throw or be cursed with werewolf lycanthropy.
Claws. (Wolf or Hybrid Form Only). Melee Weapon Attack: +11 to hit, reach 5 ft., one creature. Hit: 15 (2d8 + 6) slashing damage. Cursed wounds- At the start of each of the wounded creature’s turns, it takes 5(2d4) necrotic damage, and it can then make a DC 18 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success. Magical healing will end the condition.
Great-sword (Humanoid /hybrid Forms Only). Melee Attack: +11 to hit, reach 5 ft., one creature. Hit: 20(4d6+ 6) piercing damage, or 24 (4d8 + 6) piercing damage if used with two hands to make a melee attack.
One of the Pack (1/Day). The Alpha Werewolf gains power based upon the size of the pack. Once per day, the Alpha Werewolf gains temporary +10 hit points for each creature infected with lycanthropy within sight. Each creature that increases the temporary hit points gains 10 temporary hit points as well. Each member that dies causes the Alpha take 15 points of damage.
Consume Flesh. Can only be used upon an unconscious creature. Melee attack, +11 to hit. The Alpha Werewolf regenerates 40 hit points on a hit.
Legendary Resistance (3/Day). If the Alpha werewolf fails a saving throw, it can choose to succeed instead.
Potent virus. The Alpha Werewolf bite requires a greater restoration spell to cure. A remedy can be made from wolf's bane (medicine DC 15) but must be administered before the next full moon. If a full transformation happens, it requires a wish spell to cure. A creature already contracted with lycanthropy is poisoned on a failed constitution saving throw. At the end of the creatures turn, they may make the saving throw again.
Blood lust (Recharge 5-6)- The Alpha Werewolf unleashes a bloodcurdling howl. Creatures within 120ft infected by lycanthropy make a Wisdom saving throw 18. On a failure, the creature infected with lycanthropy frenzies. Each frenzied creature uses a bonus attack on the closest enemy next to them. If multiple, the enemy is chosen at random. If an enemy is infected with lycanthropy and misses their save, they attack a random creature closest to them.
Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of the Alpha's turn.
Transform: The Alpha Werewolf can shape-shift to any of its forms (humanoid, hybrid, wolf).
Predator's Grace: The Alpha Werewolf moves up to its speed without provoking Opportunity Attacks.
Maw of the beast (Costs 2 Actions) The Alpha WWerewolf makes one bite attack.
Savage Evisceration (Costs 3 Actions): The Alpha Werewolf makes two cursed claw Attacks.
Description
A werewolf is a savage predator that can appear as a humanoid, as a wolf, or in a terrifying hybrid form—a furred and well-muscled humanoid body topped by a ravening wolf’s head.
An Alpha sees lycanthropy as a blessing, not a curse. The Alpha forms a pack with other lycanthropes and gains power in the process.
A bite has a 10% to make a Beta werewolf.
Lair and Lair Actions
An Alpha Werewolf's Lair is not so much a place but specific time frame. Twenty-four hours before and twenty-four hours after the height of the full moon. The werewolf increases in power and influence.
On initiative count 20 (losing all initiative ties), it can use one of its lair action options. It can’t do so while Incapacitated or otherwise unable to take actions. If surprised, it can’t use one until after its first turn in the combat.
Forced Transformation (1 day)- The alpha werewolf releases a low growl that causes anyone infected with lycanthropy within 60ft make a constitution saving throw (DC 18). A creature infected by the Alpha Werewolf makes the roll with disadvantage.
Dreadful Howl. (Wolf or Hybrid form) Anyone that can hear this deep bellowing howl must succeed a DC 18 Wisdom saving throw or become frightened of the Alpha Werewolf for the next hour. In addition, the Howl can be heard up to two miles away. Any creature that succeeds the save is immune to the howl for the next minute. A creature can use its turn to make the throwing save again to end the effects of the dreadful howl.
Alpha Dominance (3/day)- The Alpha can cast hold person innately on one creature within 15ft. (Wisdom DC 18).
Pack Precision- The Alpha Wolf can telepathically command his pact.
Call of the Wild . The Alpha Werewolf magically calls 2d4 dire wolves provided that the sun isn't up. While outdoors, the Alpha Werewolf can call 3d6 werewolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the Alpha Werewolf and obeying its commands. The creatures remain for 1 hour, until the werewolf dies, or until the werewolf dismisses them as a bonus action.
Previous Versions
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Posted Dec 4, 2018Me and my party were hunted down by this guy we got the howl so often I deafened myself so I could kill it
Didn’t work and lost our cleric
the dude rerolled a Druid and had the great idea of getting EVERY figure of power
we then lost our monk when he failed his DEX save to not get crushed under the elephant the Druid summoned
and the werewolf is still chasing us
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Posted Mar 17, 2019Would you rate your experience as the following:
Challenging?
A tale worth retelling?
Would you recommend it for others?
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Posted Mar 18, 2019Yes almost definitely I’d love it more if everyone didn’t have to reroll a new character at least once
i love the idea and you just being on the constant run from it
(I’d recommend using an Air Genasi to take it down)