13 in humanoid form, 15 (natural armor) in wolf or hybrid form
90 (12d8 + 36)
30 ft. (50 ft. in wolf form)
Perception +5, Stealth +6
bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
charmed, paralyzed, poisoned
darkvision 60 ft.
Common (can't speak in wolf form)
6
The werewolf lord has advantage on Wisdom (Perception) checks that rely on hearing or smell
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.
The werewolf lord makes two attacks: one with its bite and one with its claws or greatsword.
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.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage
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.