Keen Senses. The spiderwolf has advantage on Wisdom (Perception) checks.
Pack Tactics. The spiderwolf 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.
Spider Climb. The spiderwolf can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense. While in contact with a web, the spiderwolf knows the exact location of any other creature in contact with the same web.
Web Walker. The spiderwolf ignores movement restrictions caused by webbing.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 10 (2d6 + 3) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Web (Recharge 5-6). RangedWeapon Attack: +5 to hit, range 40/80 ft., 1 target. Hit: The target is restrained by webbing. While restrained in this way, the target takes 7 (2d6) acid damage at the start of each of the target's turns. As an action, the restrained target can make a DC 13 Strength check, bursting the webbing on a success.
Description
A sick trick played by some malevolent fey, the spiderwolf is a ferocious predator and a terrifying adversary to even the most seasoned of adventurers.
Previous Versions
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