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.
Krenian. Being native to the toxic land of Krenin, this creature cannot be poisoned and is resistant to poison damage.
Oily Fur. The wolf's fur is coated in a layer of natural oil, which can be set on fire, but gives it a natural resistance to the cold.
Blubber. A layer of blubber underneath their skin provides natural armor and makes the creature resistant to piercing damage.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.
Lunge. Melee Weapon Attack: +7 to hit, reach 25 ft, target must be more than 5 ft away, one target. Hit: 2d8 + 4 bludgeoning damage. If the target is a creature, it must make a DC 14 Dexterity saving throw; on failure the creature is knocked prone, on success the creature takes half damage. Creatures size huge or more are not knocked prone.
Pack Animal. These creatures are typically found in packs of 4 to 8 bellan wolves. When a fellow bellan wolf is killed that it can see, it must pass a D7 Charisma saving throw to stay in battle. On a failure, the wolf flees; on a success, the creature deals an additional 1d6 damage when attacking. This affect is stackable up to 3d6.
Description
4' - 4'6 tall (on all four legs), 6’8”-8’5” long
Muscular wolves with thick slick fur. Fur colors of tundra and mountain subtype range from light gray to tan, uncommonly with dark grey or brown spotting; darker fur is found on underbelly and tail. Fur colors of forest subtype are dark grey to deep green-ish brown, commonly with stripes of a deeper colour. A layer of fat beneath their skin and a slick layer of oily fur protects them from the cold temperatures of the Northern Forests of Krenin that they are found in.
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