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.
Negativity Attraction. Beowolves can sense negative emotions near them such as anger, sadness, and fear, and are drawn towards places with places of high negativity. If there is a creature betraying negative emotions within 500 ft., the beowolf knows the general direction of the creature. The beowolf also has advantage on attack rolls against a target that is frightened.
Multiattack. The beowolf makes 2 claw attacks or 1 bite attack.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Howl. The beowolf howls. Anything within 300 ft. that can hear the beowolf must succeed on a DC 11 WIS save or become frightened of the beowolf until the dies or is more than 300 ft. away.
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Posted Aug 1, 2020oh deer