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 or another player downs a creature, it must 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.
Pack Loyalty: All party member's gain a +2 to meele damage with an Alpha Werewolf in the party. (humanoid, Wolf, True Form)
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 25 points of necrotic damage. If wolfsbane is ingested, reduce the total hit points of the werewolf by half for the next hour.
Shocking State. If the Alpha Werewolf takes lightning damage, they cannot shapechange for a minute. The werewolf stays in their current form.
Enchanting Obidience: Can be controlled by Dominate Beast or other Beast controlling spell.
Multiattack. (Humanoid or Hybrid Form Only). The werewolf makes three attacks: one with its bite and two with its claws or greatsword.
Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 6(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: +8 to hit, reach 5 ft., one creature. Hit: 6 (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 15 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.
Dreadful Howl. (Wolf or Hybrid form) Anyone that can hear this deep bellowing howl must succeed a DC 15 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 24 hours.
Greatsword(Humanoid Form Only). Melee or Ranged Weapon Attack: +11 to hit, reach 5 ft., one creature. Hit: 13(2d6+ 6) piercing damage, or 6 (2d8 + 6) piercing damage if used with two hands to make a melee attack.
Consume Flesh. Can only be used upon an unconscious creature. Melee attack, +11 to hit. The Alpha Werewolf regenerates 40 hit points on a kill.
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 wolfsbane (medicine DC 15) but must be administered before the next full moon. If a full transformation happens, an Alpha Werewolf must cast/consume a wish spell/potion in order to remove curse. Otherwise it is permanent.
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 each turn.
Transform: The Alpha Werewolf can polymorph to any of its forms (humanoid, hybrid, wolf).
Move: The Alpha Werewolf moves up to its speed without provoking Opportunity Attacks.
Maw of the beast (Costs 2 Actions) The Alpha Werewolf 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.
This was made for a champaign, the details are taken frome Alpha Werewolf 5e by Rellik24601
Lair and Lair Actions
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 15). A creature infected by the Alpha Werewolf makes the roll with disadvantage.
Blood lust - The Alpha Werewolf is forced to make a saving roll if it smells blood. If failed it must hunt for the sorce, upon finding the source (if it alive the Alpha werewolf will alert the group with a how. If the Alpha Werewolf finds a corpse it must start to consume it.)
Alpha Dominance (3/day)- The Alpha can cast hold person innately on one creature within 15ft. (Wisdom DC 15).
Pack Precision- The Alpha Wolf can telepathically command his pact.
Call of the Wild . The Alpha Werewolf acts as allies of the (Vampire/Druid) obeying its commands. The creatures remain for 1 hour, until the werewolf dies, or until they break concentration as a bonus action.
Previous Versions
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12/17/2018 7:12:44 AM
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12/17/2018 8:43:49 AM
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12/17/2018 3:23:48 PM
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