Vilktak Pack Leader
Medium humanoid (shapechanger), neutral evil
Armor Class 18 (natural armor)
Hit Points 210 (20d8 + 120)
Speed 50 ft.
STR 24 (+7) · DEX 20 (+5) · CON 22 (+6) · INT 14 (+2) · WIS 16 (+3) · CHA 14 (+2)
Saving Throws Str +12, Dex +10, Con +11, Wis +8
Skills Perception +13, Stealth +10, Survival +8
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Senses Darkvision 120 ft., passive Perception 23
Languages Common (can't speak in wolf form)
Challenge 13
Traits
Shapechanger. The Vilktak can use its action to polymorph into a Large wolf-humanoid hybrid or into a Large 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 15 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 3rd level or higher since its last turn.
Magic Weapons. The Vilktak's weapon attacks are magical.
Pack Tactics. The Vilktak has advantage on attack rolls against a creature if at least one of the Vilktak's allies is within 5 feet of the creature and the ally isn't incapacitated.
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 three attacks: one with its Bite and two with its Claws (hybrid form) or three with its Bite (wolf form).
Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target.
Hit: 15 (2d8 + 7) piercing damage. If the target is a humanoid, it must succeed on a DC 18 Constitution saving throw or be cursed with Vilktak lycanthropy.
Claws (Hybrid Form Only). Melee Weapon Attack: +12 to hit, reach 5 ft., one target.
Hit: 17 (2d10 + 7) slashing damage.
Howl of Dread (Recharge 5–6). The Vilktak emits a terrifying howl. Each enemy within 60 feet of the Vilktak that can hear it must succeed on a DC 18 Wisdom saving throw or be frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Reactions
Deflect Attack. The Vilktak adds 5 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 2 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.
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. 90 · Fern Flower Press