Vilktak Alpha
Medium humanoid (shapechanger), neutral evil
Armor Class 20 (natural armor)
Hit Points 310 (27d8 + 189)
Speed 60 ft.
STR 28 (+9) · DEX 22 (+6) · CON 24 (+7) · INT 16 (+3) · WIS 18 (+4) · CHA 16 (+3)
Saving Throws Str +16, Dex +13, Con +14, Wis +11
Skills Perception +15, Stealth +13, Survival +11
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Condition Immunities Charmed, Frightened
Senses Darkvision: 120 ft., passive Perception 25
Languages Common (can't speak in wolf form)
Challenge 17
Traits
Shapechanger. The Vilktak can use its action to polymorph into a Huge wolf-humanoid hybrid or into a Huge wolf, or back into its human form. Its statistics, other than its size and AC, are the same in each form. Its equipment isn't transformed. It reverts to its human form if it dies.
Keen Hearing and Smell. The Vilktak has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Legendary Resistance (3/Day). If the Vilktak fails a saving throw, it can choose to succeed instead.
Regeneration. The Vilktak regains 20 hit points at the start of its turn if it has at least 1 hit point and hasn't taken damage from a silvered weapon or a spell of 5th level or higher since its last turn.
Magic Weapons. The Vilktak's weapon attacks are magical.
Frightful Presence. Each creature of the Vilktak's choice within 120 feet of it and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Vilktak's Frightful Presence for the next 24 hours.
Wound Reflection. Any wound inflicted on the Vilktak in its wolf or hybrid form appears on its body when it reverts to human form.
Actions
Multiattack. The Vilktak makes four attacks: two with its Bite and two with its Claws (hybrid form) or four with its Bite (wolf form).
Bite. Melee Weapon Attack: +16 to hit, reach 10 ft., one target.
Hit: 19 (2d10 + 9) piercing damage. If the target is a humanoid, it must succeed on a DC 21 Constitution saving throw or be cursed with Vilktak lycanthropy.
Claws (Hybrid Form Only). Melee Weapon Attack: +16 to hit, reach 10 ft., one target.
Hit: 22 (3d8 + 9) slashing damage.
Roar of Fury (Recharge 5–6). The Vilktak lets out a powerful roar. Each creature of the Vilktak's choice within 60 feet must make a DC 21 Constitution saving throw. On a failed save, a creature takes 45 (10d8) thunder damage and is stunned until the end of its next turn. On a successful save, the creature takes half as much damage and isn't stunned.
Reactions
Deflect Attack. The Vilktak adds 6 to its AC against one melee attack that would hit it. To do so, the Vilktak must see the attacker.
Legendary Actions
The Vilktak 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 Vilktak regains spent legendary actions at the start of its turn.
Move. The Vilktak moves up to its speed without provoking opportunity attacks.
Attack. The Vilktak makes one Bite or Claw attack.
Call of the Wild (Costs 2 Actions). The Vilktak summons 1d4 wolf spirits that appear in unoccupied spaces within 30 feet of it. The wolf spirits act on the Vilktak's initiative and obey its commands. They disappear after 1 minute or when reduced to 0 hit points.
## Description
### Appearance
The Vilktak Pack Leader and Vilktak Alpha are the most formidable of their kind. In hybrid and wolf forms, they are enormous, towering over ordinary wolves and humans alike. Their fur is dark with a distinctive white spot on the chest, and they possess a short tail. Their eyes glow with an eerie light, and their long fangs and claws are as sharp as blades.
### Personality
These Vilktaks retain their human intelligence but are driven by a deep-seated hunger and a desire for dominance. The Pack Leader often commands other Vilktaks or wolves, while the Alpha is a lone predator, feared even by other werewolves. Those who became Vilktaks willingly are particularly malevolent and may delight in causing terror and destruction.
Lore
Werewolves closely resembling Western European werewolves; they either inherit the condition at birth or acquire it through a witch’s curse.
Vilktaks are either born or transformed into their state—often after a sorcerer casts a curse or performs a special ritual. According to legends, the ritual involves sorcerers or witches placing an enchanted belt on a person and then reciting a special incantation. Unfortunately, the text of this spell has not survived to the present day, nor is there any depiction of the belt. It is presumed that the belt was made of fabric but woven with wolf's wool and embroidered with special runes. The spell could be temporary or permanent. In the case of a permanent enchantment, to revert back into a human, a Vilktak had to undergo a difficult trial: he had to kneel motionless for a hundred years.
A Vilktak outwardly resembles a wolf but has human teeth and a distinctive white spot on its chest. Another feature that sets it apart from a wolf is its short tail. Any wound inflicted on a Vilktak in its wolf form remains when it transforms back into a human. After killing a Vilktak, it is discovered to be a person in a wolf's skin—sometimes adorned with amber jewelry, rosary beads, or a wedding ring.
From The Witchwood Bestiary 5E, p. 91 · Fern Flower Press