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.
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: 11 (1d10 + 6) piercing 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: 15 (2d8 + 6) piercing damage.
Soul Gaze. The wolf targets one creature it can see within 30 feet of it. If the target can see the wolf, the target must succeed on a DC 18 Constitution saving throw against this magic or take 21 (6d6) necrotic damage and then be paralyzed for 1 minute, unless it is immune to necrotic damage. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target’s saving throw is successful, or if the effect ends on it, the target is immune to this wolf's gaze for 1 hour.
Death Breath (Recharge 6). The wolf exhales a 30-foot cone of black smoke. Each creature in that area must make a DC 18 Constitution saving throw, taking 45 (10d8) necrotic damage on a failed save, or half as much damage on a successful one.
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