Werewolf Lord (5e Creature)
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Medium humanoid (human, shapechanger), chaotic evil
Saving Throws Str +10, Con +10, Wis +6
Shapechanger. The werewolf can use its action to polymorph into a Large wolf-humanoid hybrid or into a dire wolf, or back into its true form, which is humanoid. Its statistics, other than its size and 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.
Savage Attacker. The werewolf can reroll damage dice and take the higher of the two rolled.
Cleaver. When the werewolf reduces a creature to 0 hit points, it can make one additional melee attack against a creature within reach.
Speak with Wolves. The werewolf can communicate with wolves and wolf-like creatures as if they shared a language.
Natural Weapon Mastery. The werewolf adds its proficiency bonus to the damage rolls for its bite and claw attacks (included in the attacks).
Multiattack. The werewolf makes three attacks: one with its bite and two with its claws or longsword
Bite (Hybrid or Wolf Form Only). Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 17 (2d6 + 10) piercing damage. If the target is a humanoid, it must succeed on a DC 18 Constitution saving throw or be cursed with werewolf lycanthropy.
Claw (Hybrid Form Only). Melee Weapon Attack: +10 to hit, reach 10 ft., one creature. Hit: 13 (1d6 + 10) slashing damage.
+2 longsword (Hybrid or Humanoid Form Only). Melee Weapon Attack: +12 to hit, reach 5 ft. (10 ft. in hybrid form), one target. Hit: 11 (1d8 + 7) slashing damage (in humanoid form) or 12 (1d10 + 7) slashing damage when used in two hands.
Stronger, hardier, and more deadly than its lesser fellows, a werewolf lord is a murderous beast that delights in wreaking havoc and causing mayhem. Werewolf lords are werewolves that have embraced their lycanthropy for hundreds of years growing in strength and ferocity. They often are in charge of a pack of wolves, werewolves and other wolf creatures.