Medium Celestial, Neutral Good
Armor Class 15 (natural armor)
Hit Points 72 (8d12 + 22)
Speed 60 ft., Fly 30 ft. Can hover in place if need be
STR
16 (+3)
DEX
16 (+3)
CON
18 (+4)
INT
6 (-2)
WIS
18 (+4)
CHA
10 (+0)
Saving Throws WIS +7
Skills Medicine +10, Perception +5, Religion +6, Stealth +4
Damage Resistances Necrotic
Damage Immunities Radiant
Condition Immunities Exhaustion, Poisoned
Senses Truesight 60 ft., Passive Perception 16
Languages Celestial, Common, Sylvan
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The wolf has advantage on attack rolls against a creature if at least one of the wolf’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Actions

Multiattack. The wolf makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 6) radiant damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.

Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) radiant damage.

Healing Song (Recharge 3-4). Any Friendly creature within a 30 ft. radius heals 28 (5d8) health.

Spare The Dying. If the wolf licks a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.

Healing Word.  The wolf can cast this as a bonus action without need for spell slots. A creature the wolf chooses within range regains hit points equal to 1d4 + its spell casting ability modifier. This spell has no effect on undead or constructs.

 

Reactions

If an ally drops to 0 hp the wolf can use a reaction to cast spare the dying

Monster Tags: beast companion

Habitat: CoastalForestGrasslandMountainUrban

James_Hopkins

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