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Alpha Werewolf

Medium humanoid (human, shapechanger), chaotic evil

Armor Class 12 in humanoid form or 15 (natural armor) in hybrid or wolf form
Hit Points 180 (24d8 + 72)
Speed 30 ft. (40 ft. in wolf form)

STR DEX CON INT WIS CHA
17 (+3) 14 (+2) 16 (+3) 11 (+0) 14 (+2) 10 (+0)

Skills Perception +12, Stealth +7
Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
Senses passive Perception 22
Languages Common, plus up to one other language (can’t speak in wolf form)
Challenge 13 (10,000 XP)

Special 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 armor class, 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.
  • Legendary Resistance (2/Day). If the werewolf fails a saving throw, it can choose to succeed instead.
  • Pack Leader. The alpha werewolf has advantage on an attack roll against a creature if at least one of the werewolf ‘s allies is within 5 feet of the creature and the ally isn’t incapacitated. Likewise, each of the alpha werewolf ‘s allies has advantage on an attack roll against a creature if the alpha werewolf is within 5 feet of the creature and isn’t incapacitated.

Actions

  • Multiattack (Humanoid or Hybrid Form Only). The werewolf makes four attacks: one with its bite, and three with its claws or longsword.
  • Bite (Hybrid or Wolf Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage. If the target is a humanoid, it must succeed on a DC 16 Constitution saving throw, or be cursed with werewolf lycanthropy.
  • Claws (Hybrid Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage.
  • Longsword (Humanoid Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage, if wielded in two hands.

Legendary Actions

The alpha werewolf can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The werewolf regains spent legendary actions at the start of its turn.

  • Slash. The werewolf makes one attack with its claws or longsword.
  • Transform. The werewolf uses its Shapechanger ability.
  • Pack Maneuver (Costs 2 Actions). The alpha werewolf, or an ally within 30 feet that can see and hear it, moves up to half its speed without provoking opportunity attacks.
Section 15: Copyright Notice
Ultimate Bestiary: The Dreaded Accursed, Copyright 2020, Chris Haskins, Nord Games LLC.