True Alpha (5e Creature)
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The True Alpha
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 its actions.
Large beast, good
Saving Throws Strength, Constitution, Charisma
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.
Keen Hearing and Smell The True Alpha has advantage on Wisdom checks that use hearing or smell.
Vulnerable is vulnerable to silvered weapons.
Woodland+50% movement if in forests.
Multiattack The True Alpha makes three melee attacks in original Form, and three attacks when turned in werewolf form, 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 humanoid that can bleed and be infected by poison, and charm and cause them to mutate into werewolves. See the Bitten attack below.
Bitten A humanoid hp must be at 200 or lower 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 worry, 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 True 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 True Alpha regains spent legendary actions at the start of his turn.
Lie detection True Alpha can hear the heartbeat to detect a lie.
Track The True Alpha makes a Wisdom (Perception) check, to track a scent.
Fear The True Alpha eyes glow red when a creature sees them they become freighted for one minute, and make a DC 17 Wisdom saving throw with disadvantage if failed the creature is frightened of the True Alpha until the save is successful.
Howling (Costs 2 Actions). The True Alpha howls. Each creature in his pack that hears the howling of the alpha, doesn't matter if they're in other planes or in reach they hear their leaders call. If Creatures are in battle alongside the alpha they gain on advantage on all attacks and saving throws throughout the battle as well as the alpha.
Wolf Run (Costs 3 Actions). The True 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.