Werewolf Apex

There is no lycanthrope more fearsome or merciless than a werewolf apex, peerless in its strength and rage. Having gorged upon its Beast Within, an apex is the incarnation of fury. It is driven to consume and destroy—not by hunger, but a deep and unrelenting hatred for all of creation. An apex kills simply for the sake of it, even when its hunger has been sated, for upon devouring its Beast Within, it loses itself, becoming nothing but an irredeemable monster. Seldom does it revert to its true form, or even take to all fours as a dire wolf. Instead, it finds pleasure in roaming the wilds as a lupine monstrosity.   An apex’s bestial and hybrid forms are far larger than an average werewolf’s. When transfiguring into a beast, the apex becomes a dire wolf. Its hybrid form is a hulking lupine savage whose howl strikes primal fear into the hearts of mortal men. It revels in the terror and agony it can inflict with its fangs and thereby eschews mortal weaponry. It can transfigure in a flash, and even sharpen its fingernails into claws while in its humanoid form.  

Werewolf Apex CR: 15

Large humanoid (any race, shapechanger), chaotic evil
Armor Class: 14 in humanoid form, 17 in beast or hybrid form
Hit Points: 180 (24d8+72)
Speed: 40 ft. / (in beast and hybrid form) 50 ft. , climb: (in beast and hybrid form) 50 ft.

STR

22 +6

DEX

19 +4

CON

17 +3

INT

12 +1

WIS

17 +3

CHA

16 +3

Saving Throws: Str +11, Dex +9, Wis +8, Cha +8
Skills: Athletics +11, Acrobatics +9, Perception +13, Survival +8
Damage Immunities: bludgeoning, piercing, and slashing from nonmagical weapons that aren’t silvered
Condition Immunities: charmed, frightened
Senses: darkvision 60 ft., passive Perception 23
Languages: any one language (can't speak in beast form)
Challenge Rating: 15
Proficiency Bonus: +5

Shapechanger. The werewolf can use a bonus action to polymorph into a Large wolf-humanoid hybrid or into a Large 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.   Extraordinary Leap. The werewolf’s long jump is up to 30 feet and its high jump is up to 20 feet, with or without a running start.   Keen Hearing and Smell. The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.   Legendary Resistance (3/Day). If the werewolf fails a saving throw, it can choose to succeed instead.   Magic Weapons. The werewolf’s attacks are magical.   Pounce (Hybrid Form Only). If the werewolf moves at least 15 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 21 Strength saving throw or be knocked prone. If the target is prone, the werewolf can make one bite attack against it as a bonus action.   Regeneration. The werewolf regains 10 hit points at the start of its turn if it has at least 1 hit point and isn’t poisoned. If the werewolf takes damage from a silvered weapon, this trait doesn’t function at the start of the werewolf’s next turn.

Actions

Multiattack. The werewolf makes two attacks, only one of which can be with its bite.   Bite (Beast or Hybrid Form Only). Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage on a hit. If the target is a humanoid, it must succeed on a DC 16 Constitution saving throw or be cursed with werewolf lycanthropy.   Claws (Humanoid or Hybrid Form Only). Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.   Slam (Humanoid Form Only). Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) bludgeoning damage.   Eviscerate (Hybrid Form Only; Recharge 5-6). The werewolf makes four claw attacks against one creature. Regardless of whether the attacks hit or miss, the target must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. The creature can repeat this saving throw at the end of its turns, ending this effect on a success.

Legendary Actions

The werewolf 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 werewolf regains spent legendary actions at the start of its turn.   Attack. The werewolf makes one attack.   Move. The werewolf moves up to its speed without provoking opportunity attacks.   Terrifying Howl (Costs 2 Actions). The werewolf unleashes a blood-curdling howl. Creatures within 30 feet of the werewolf that can see or hear it must succeed on a DC 16 Wisdom saving throw or become frightened until the end of the werewolf’s next turn.