b'Werewolf Lord \n'b'  Family:   Lycanthropes  \n'b'  Medium   humanoid  (canine,  human , shapechanger),  chaotic evil  \n'b'  Armor Class  17 (natural armor)  Hit points  90 (12d10 + 24)  Speed  30 ft. (40 ft. in wolf form)\n'b' STATS STR: 18 (+4) DEX:  14 (+2)  CON:  14 (+2)  INT:  10 (+0)  WIS:  12 (+1)  CHA:  16 (+3)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Damage Immunities  bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered  Skills   Intimidation  +6,  Perception  +4,  Stealth  +5,  Survival  +4  Senses  passive  Perception  14  Languages  Common (can\xe2\x80\x99t speak in wolf form)  Challenge  7 (2,900 XP) \n'b' Special Traits \n'b'\n'b'  Keen Hearing and Smell . The werewolf lord has advantage on  Wisdom  ( Perception ) checks that rely on hearing or smell. Pack Tactics. The werewolf lord has advantage on an  attack  roll against a creature if at least one of the werewolf lord\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t  incapacitated . Shapechanger. The werewolf lord can use its action to  polymorph  into a wolf-humanoid hybrid or into a dire wolf, or back into its true form, which is Medium-sized humanoid. Its statistics, other than its  size  and speed, are the same in each form. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. It reverts to its true form if it dies \n'b'\n'b' Actions \n'b'\n'b'  Multiattack (Humanoid or Hybrid Form Only) . The werewolf lord makes two attacks: two with its longsword or longbow (humanoid form) or one with its bite and one with its claws (hybrid form). \n'b'  Bite (Wolf or Hybrid Form Only) .  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 13  Constitution  saving throw or be cursed with werewolf lycanthropy. \n'b'  Claws (Hybrid Form Only) .  Melee Weapon Attack : +7 to hit, reach 5 ft., one creature.  Hit : 11 (2d6 + 4) slashing damage. \n'b'  Longsword (Humanoid Form Only) .  Ranged Weapon Attack : +7 to hit, reach 5 ft., one creature.  Hit : 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands to make a  melee attack . \n'b'  Longbow (Humanoid Form Only) .  Ranged Weapon Attack : +6 to hit, range 150/600 ft., one target.  Hit : 7 (1d8 + 3) piercing damage. \n'b'  Leadership (Recharges after a Short or Long Rest) . For 1 minute, the werewolf lord can bark a special  command  or warning whenever a nonhostile creature that it can see within 30 feet of it makes an  attack  roll or a saving throw. The creature can add a d4 to its roll provided it is a member of the werewolf lord\xe2\x80\x99s pack. A creature can benefit from only one Leadership die at a time. This effect ends if the werewolf lord is  incapacitated . \n'b'\n'b' About \n'b' This werewolf looks bigger and tougher than its fellows. \n'b' Stronger, hardier, and more deadly than its lesser fellows, the werewolf lord is a murderous beast that delights in wreaking havoc. Werewolf lords are the alphas of any pack, dominating smaller werewolves through threats and violence. They are capable fighters in their  human  form, and their aggressive nature carries over in whatever shape they take.'