True Alpha (5e Creature)

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The True Alpha[edit]

True alphas are pure of heart and merciful but fight to protect the ones they love and trust. It is said that a true alpha isn't born, but made through it's actions.

Large beast, good

Armor Class 20 (Natural Armor)
Hit Points 85
Speed 100 ft

20 (+5) 11 (-5) 20 (+3) 12 (-2) 17 (+5) 19 (+5)

Saving Throws Strength, Constitution, Charisma
Damage Resistances cold, necrotic
Damage Immunities   slashing, poison
Condition Immunities blinded,deafened, exhaustion, frightened
Senses Darkvision 60 feet
Languages —Common, Undercommon, Beast Speak (able to speak to species similar to a wolf)
Challenge 14 (11,500 XP)

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

Magic Resistance The True alpha has advantage on saving throws against spells and other magical effects.

knee on smelland hearing"'Like wolves, werewolves have advantage on Wisdom checks that use hearing or smell.

Vulnerable is vulnerable to silvered weapons.

Woodland+50% movement if in forests.


Multiattack The Ture alpha makes three melee attacks in original Form, and three attacks when turned into warewolf, two claws and one bite

 Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 32(4d12 + 5) slashing damage.

 Bite. Melee Weapon Attack: +12 to hit, reach 5ft., one target. Hit: 41 (5d12 + 8) piercing damage plus 10 (3d6) necrotic damage.Can bite any homanoid that can bleed and be infected by poison,and charm and cause them to mutate into werewolves.

Bitten A humanoid hp must be at 200 or lower in order to be turned, roll a 1(d100) if 1-50 the bitten humanoid dies, if 51 to 100 the humanoid begins to turn after 2d12 hours Then when that time ends you become a werewolf and for 1(d6) hours you are frightened of yourself. Don't wory, your stats stay the same. Turning into a werewolf (not a true alpha) gives you Wolf Eyesight, Keen Hearing and Smelling, fear of silver and Woodland.If you become a werewolf you become completely charmed by the alpha to where you follow him as your leader into death separates you both


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

Lie detectionture alpha can hear the heart beat to detect a lie.

Track' The ture alpha makes a wisdom  (Perception) check, in order to track a scent.

Fear The Ture alpha eyes glow red,when a creature see the ture alpha eyes they become freighted for one minute, and make a DC 17 wisdom saving throw at disadvantage, if in sight of the alpha, at the end of each of its turns to become infreighted.

, howling (Costs 2 Actions). The ture alpha howls. Each creature that is aligned with the ture alpha, in his pack here's the howling on the alpha, doesn't matter if there in other plane or in reach they here there leaders call.If Creatures are in battle along side the alpha they gain advantage on all attacks and saving throws throughout the battle as well as the alpha. If the characters are not in battle along side the alpha they know the situation that the alpha is in and who the alpha is engage in battle with.

Wolf Run (Costs 3 Actions). The ture alpha runs through the enemies  to perform a super speed attack. All creatures in a 15 foot wide, 100 foot long line must make a DC 24 Dexterity saving throw, taking 10 (3d6) slashing damage plus 10 (3d6) force damage 10 (3d6) necrotic damage on a failed save, or half as much damage on a successful one.


Parry. The true alpha adds 7 to its AC against one melee attack that would hit it. To do so, the alpha must see, smell or hear the attacker.



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