Keen Hearing and Smell. The bile wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The bile wolf has advantage on attack rolls against a creature if at least one of the bile wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.
Stench. Any creature that starts its turn within 15ft. of the bile wolf must make a DC 11 Constitution save. If they fail, they become poisoned until the start of their next turn. If a creature passes this save, they are immune to a bilewolf's stench for 24 hours.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
Spit Bile. Ranged Weapon Attack: +4 to hit, reach 30 ft., one target. Hit: 4 (1d4+2) poison damage.
Description
Bile wolves run in packs through the forests and swamps, hunting for their next meal. Bile wolves characteristically move in packs of three to five, although groups of up to ten have been recorded. They appear to be large, skinny wolves with matted brown fur, with flies buzzing around them and dripping a slimy green substance from their mouth. Bile wolves are slightly more intelligent than average wolves, but this isn't saying much. They enjoy the flesh of Halflings more than others, for some unknown reason, and will often attack the smallest member of a party first in the hopes that they will be a member of the tastiest race.
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