Keen Hearing and Smell. The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Shapechanger. The werewolf can use its action to polymorph into a wolf‐humanoid hybrid or into a wolfor back into its true form which is humanoid. Its statistics other than its 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.
Multiattack (Humanoid or Hybrid Form Only). The werewolf makes three attacks: one with its bite and two with its claws or sword.
Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: +4 to hit reach 5 ft. one target.
Hit: 6 (1d8 + 2) piercing damage. If the target is a humanoid it must succeed on a DC 12 Constitution saving throw or be cursed with werewolf lycanthropy.
Claws (Hybrid Form Only). Melee Weapon Attack: +4 to hit reach 5 ft. one creature.
Hit: 7 (2d4 + 2) slashing damage.
Short sword (Humanoid Form Only). Melee Weapon Attack: +5 to hit reach 5 ft. one target. Hit: 6 (1d6 + 3) slashing damage.
Inspiring Leadership. As a bonus action the Alpha inspires his pack, granting them 13 Temporary Hit Points (Hit dice + Charisma Modifier) & they may take opportunity attacks against any creature within 5ft of them that makes an attack against the Alpha.