As far as Commanders go, the Frenzy is one of the stranger ones. Rather than a powerful individual, they are actually a group of creatures known as Frenzies that travel in a hunting pack.
Frenzies have a strict, hierarchical command structure. If there are three Frenzies or less in a pod, they work together to bully the weaker creatures into submission. If there are more than three Frenzies, only the strongest three are in charge. Though this arrangement is simple, there are regular challenges to authority, and in larger pods, the three Frenzies in charge of the group can change quite regularly.
Frenzies are capable of a very rudimentary form of telepathic communication. They do not speak but instead project their thoughts outward. They cannot read or command thoughts, and it is incredibly challenging for them to single out a single person with their thoughts (essentially the equivalent of a whisper).
These telepathic emanations can be felt by those the Frenzy are not attempting to communicate with, which can create an intense amount of discomfort or even fear as others pick up on the hunger and drive of the Frenzy.
On the table, the Frenzy benefits immensely from being a Squad. Most importantly, they can Reinforce if they lose members, which gives them a greater capacity to survive incoming attacks than most Commanders.
Each Frenzy operates independently, though they must still adhere to the 8" distance limiter. This means that the Frenzy gets three Actions from an Order in addition to their one Morale Action, which can be quite deadly, given the strength of the Tear Apart Action.
Even if the Frenzy is uninjured, it can still use Reinforcement Tokens to make extra attacks. This makes the Frenzy a very "lead from the front" Commander.