Armor Class 13 (natural armor)
Hit Points 37 (5d10 + 10)
Speed 50 ft.
STR
17 (+3)
DEX
15 (+2)
CON
13 (+1)
INT
3 (-4)
WIS
12 (+1)
CHA
10 (+0)
Skills Perception +3, Stealth +4
Senses Passive Perception 13
Languages --
Challenge 1 (200 XP)
Proficiency Bonus +2
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 an attack roll 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.

Relentless (Recharges after a Short or Long Rest). If the wolf takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

 

Second Wind (1/short or long rest) Fenrir can use a bonus action on his turn to regain 1d10 + 9 hit points.

Actions

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

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d8 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:  (2d6 + 3) piercing damage.

Monster Tags: Misc Creature

Habitat: ForestHill

SUDA

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