Large Humanoid (Shapechanger), Neutral
Armor Class 13 in humanoid form, 16 in wolf or hybrid form
Hit Points 78 (9d10 + 18)
Speed 40 ft.
STR
15 (+2)
DEX
13 (+1)
CON
14 (+2)
INT
10 (+0)
WIS
11 (+0)
CHA
10 (+0)
Saving Throws CON +5
Skills Animal Handling +5, Perception +4, Stealth +3
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Condition Immunities Charmed, Frightened
Senses Darkvision 60 ft., Passive Perception 16
Languages Common, Any additional languages they already know (can't speak in wolf form)
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

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.

Alpha Shifting. The alpha werewolf may choose to polymorph into a dire wolf instead of a normal wolf. 

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

Pack Tactics. The alpha werewolf has an advantage on melee attacks against a creature so long as an ally is within 5 feet of the target and is not incapacitated. 

Pack Leader.  Allies have an advantage on melee attacks against a creature as long as the alpha werewolf is within 5 feet of the target and is not incapacitated. 

Regeneration. At the start of each turn, regain 10 health. If the alpha is knocked unconscious at the start of their turn they regain 10 health and are no longer unconscious. This trait does not activate if the alpha werewolf was damaged by a silvered weapon or spell in the last turn. 

Legendary Resistance. (2 per long rest). When making a saving throw, on a failed save the alpha werewolf can choose to succeed instead.

Actions

Multiattack. (Humanoid or Hybrid Form Only). The werewolf makes two attacks: two with its melee weapon (humanoid form) or one with its bite and one with its claws (hybrid or wolf form).

Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werewolf lycanthropy.

Claws. (Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (2d4 + 2) slashing damage. 

Lunge. (Hybrid or Wolf Form Only). The alpha werewolf makes a lunging attack with its bite or claw attack up to 10 feet. 

Piercing Howl. (Hybrid or Wolf Form Only). The alpha werewolf releases a high-pitched howl. Any creature not deafened within 60 feet of the alpha takes 3d6 psychic damage or half on a successful Wisdom DC 16 saving throw. On a failed save, that creature is frightened of the alpha werewolf for 1 minute. On a successful save, that creature is immune to Piecing Howl for 24 hours.

Savage Dash. (Hybrid Form Only). The alpha can move up to its speed toward a target prey. They can only make attacks against the marked prey during the same turn activating Savage Dash. 

 

Bonus Actions

Summoning Howl. The alpha werewolf howls into the air as a bonus action. If any allies are within 150 feet they are alerted and must come to the aid of their alpha. Any ally hearing this call knows basic information about the location and situation of the alpha such as direction, distance, and potential threat level of the enemy. 

Predator's Mark. Once per round the alpha can choose a target creature as its prey. The alpha can use its Savage Dash ability to close in on its prey and gains +2 to all attack rolls against its prey. 

Reactions

Keen Sight. The alpha werewolf gains +2 to its AC against attacks where it can see the attacker and is wielding a melee weapon.  

Legendary Actions

The alpha werewolf can take 3 legendary actions, choosing from the list below. These actions can only be taken once per turn and only at the end of its turn. The alpha werewolf regains spent legendary actions at the beginning of their next turn. 

Primal Movement. (1 action). The alpha werewolf can move up to its movement speed without invoking attacks of opportunity. 

Savage Gaze. (1 action). The alpha werewolf fixes its gaze on a creature it can see within 15 feet that is not blind. That creature must succeed a  DC 17 Wisdom saving throw or be frightened for 1 minute. The creature can repeat the save at the end of each of their turns until successful. If the creature succeeds they are immune to Savage Gaze for 24 hours.

Commanding Growl. (2 actions). The alpha lets out a low growl. The surrounding wolves, dire wolves, and werewolves follow their alpha's orders until the end of their next turn.

Description

A savage predator, a werewolf is a force of nature one does not want to meet while traveling the wilderness. Moreover to have the unfortunate luck of meeting an alpha would make the most veteran of adventures fear they had been abandoned by their gods, and wherever the alpha is, one can be sure a pack is not far behind, if not already surrounding your party. Pray, you have silvered blades, and pray harder a god comes to your rescue, lest you join them sooner. 

Monster Tags: Shapechangerhumanoid

Habitat: ForestHill

ElladanAwemane

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