Lycanthrope, Werewolf Lord

Medium humanoid (human, shapechanger), nchaotic evil

Armor Class

13 in humanoid form, 15 (natural armor) in wolf or hybrid form

Hit Points

90 (12d8 + 36)

Speed

30 ft. (50 ft. in wolf form)

Skills

Perception +5, Stealth +6

Damage Immunities

bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons

Condition Immunities

charmed, paralyzed, poisoned

Senses

darkvision 60 ft.

Languages

Common (can't speak in wolf form)

Challenge

6

Keen Hearing and Smell

The werewolf lord has advantage on Wisdom (Perception) checks that rely on hearing or smell

Shapechanger

The werewolf lord 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.

Actions

Multiattack (Humanoid or Hybrid Form Only)

The werewolf lord makes two attacks: one with its bite and one with its claws or greatsword.

Bite

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage. If the target is a humanoid, it must succeed on a DC 15 Constitution saving throw or be cursed with werewolf lycanthropy.

Claw

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.

Greatsword

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage

Howl

Any creature within 90 feet of the werewolf lord and hears it howl must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is unsuccessful or the effect ends for it, the creature is immune to the werewolf lord's Howl for the next 24 hours.