Medium Humanoid (Human, Shapechanger), Chaotic Evil
Armor Class 14 in humanoid form, 16 in wolf or hybrid form
Hit Points 129 (14d8 + 56)
Speed 40 ft., 50 ft in hybrid or dire wolf form
STR
20 (+5)
DEX
15 (+2)
CON
18 (+4)
INT
11 (+0)
WIS
14 (+2)
CHA
15 (+2)
Saving Throws STR +9, CON +8, WIS +6
Skills Athletics +9, Perception +6, Stealth +6
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 (can't speak in wolf form)
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Shapechanger. The alpha can use its action to polymorph into a wolf-humanoid hybrid or into a Dire 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 alpha has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The alpha has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.

Pack Leader. The Alpha's allies have advantage on melee attack rolls against any hostile creature within 5 feet of the alpha and the alpha isn't incapacitated.

Alpha's Presence (Hybrid Form Only). Any lycanthrope that starts its turn within 30 feet of the alpha's Hybrid form must succeed on a DC17 Wisdom saving throw or be forced to use their reaction to transform into their own Hybrid form.

Legendary Resistance (3/Day). If the alpha fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. (Humanoid or Hybrid Form Only). The alpha makes three attacks: one with its bite and two with its claws (hybrid form).

Bite (Dire Wolf or Hybrid Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage. If the target is a humanoid, it must succeed on a DC 17 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: 14 (2d8 + 5) slashing damage.

Legendary Actions

The alpha 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. The alpha regains spent legendary actions at the start of its turn.

Leap. The alpha moves up to its speed without provoking opportunity attacks.

Bark Orders. The alpha chooses a friendly creature that can see or hear it. That creature can use its reaction to make one weapon attack against another creature.

Frenzy (Costs 2 Actions). The alpha can make one claw attack against each creature within 5 feet of it.

Description

A werewolf is a savage predator that can appear as a humanoid, as a dire wolf, or in a terrifying hybrid form—a furred and well-muscled humanoid body topped by a ravening wolf’s head.

The Alpha Werewolf is the apex predator of its kind and commands the pack with brutal authority. It prefers to stay in its hybrid form and tear its foes apart with its powerful claws and bite. Alpha werewolves focus on creating a strong pack, filling it with wolves, dire wolves and other werewolves.

Monster Tags: Shapechanger

Habitat: ForestHill

Ninjaniall

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