Werewolf Alpha

The rise of an alpha werewolf is inevitable in any pack. Driven by its Beast Within, a would-be alpha dominates its peers and institutes a reign of terror and brutality. An alpha quickly appoints several betas to act as its seconds-in-command.   Any werewolf can challenge an alpha’s authority. To refuse that challenge is to lose face and faith, and so it cannot be ignored. For an alpha to survive for long, it must be cruel and cunning.  

Werewolf Alpha CR: 7

Medium humanoid (any race, shapechanger), chaotic evil
Armor Class: 15
Hit Points: 112 (15d8+45)
Speed: 40 ft , climb: 30 ft

STR

19 +4

DEX

17 +3

CON

16 +3

INT

12 +1

WIS

15 +2

CHA

15 +2

Saving Throws: STR +7, DEX +6
Damage Immunities: bludgeoning, piercing, and slashing from nonmagical weapons that aren’t silvered
Senses: Darkvision 60 ft., passive perception 18   Keen Hearing and Smell. The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell
Languages: any one language (can't speak in beast form)
Challenge Rating: 7
Proficiency Bonus: +3

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.