Werewolf Alpha
Werewolf Alpha CR: 7
STR
19 +4
DEX
17 +3
CON
16 +3
INT
12 +1
WIS
15 +2
CHA
15 +2
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 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. Aggressive. As a bonus action, the werewolf can move up to its speed toward a hostile creature that it can see. Mindless Fury. The werewolf has advantage on saving throws against being frightened or charmed. Standing Leap. The werewolf’s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.
Actions
Multiattack. The werewolf makes two attacks while in its beast or humanoid form, or three attacks while in its hybrid form: one with its bite and two with its claws. Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with werewolf lycanthropy. Claws (Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 9 (2d4 + 4) slashing damage. Spear (Humanoid Form Only). Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage if used with two hands to make a melee attack.