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.
Multiattack. The Bladewolf makes two greatsword attacks.
Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Sword Spin (Recharge 6). Each creature of the Bladewolf's choice that is within 5 feet of the Bladewolf must pass a DC 13 Dexterity saving throw or take 17 (4d6 + 3) slashing damage and be knocked prone on a failure, or take half as much damage and not be knocked prone on a success. The Bladewolf can then move without triggering attacks of opportunity.
Parry. The Bladewolf adds 2 to its AC against one melee attack that would hit it. To do so, the Bladewolf must see the attacker and be wielding a melee weapon.
Comments