Medium Humanoid (Human, Shapechanger), Chaotic Neutral
Armor Class 18 Natural
Hit Points 80 (10d10 + 20)
Speed 30 ft.
STR
15 (+2)
DEX
13 (+1)
CON
14 (+2)
INT
10 (+0)
WIS
11 (+0)
CHA
10 (+0)
Skills Perception +4, Stealth +3
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Senses Passive Perception 14
Languages Common (can't speak in wolf form)
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Keen Hearing and Smell. The Alpha Werewolf has advantage on Wisdom Perception checks that rely on hearing or smell.

Spellcasting. The Alpha Werewolf is a 160th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The Alpha Werewolf has the  following Ranger spells prepared:

1st level (3 slots): Cure Wounds, Hunter's Mark

2nd level (2 slots): Pass Without a Trace, Silence, Spike Growth

3rd level (2 slots): Wind Wall, Protection from Energy, Water Walking

Actions

Multiattack. The alpha werewolf makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 25 (4d8 + 5) piercing damage. If the target is a humanoid, it must succeed on a DC 16 Constitution saving throw.

Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. Hit: 17 (3d6 + 5) slashing damage.

Howl of the Wild. The Alpha Werewolf can howl as an action and call and impose a DC 15 Wisdom Saving throw on characters within 5 feet, upon a failed save characters are then frightened and suffer rolls with disadvantage for 1d4 turns.

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. When you **** up (or for plot) this is what happens.

Monster Tags: Shapechanger

Habitat: ForestHill

Tonks_55

Comments

Posts Quoted:
Reply
Clear All Quotes