Hyper Regeneration. The Val'rex Wolf has two heads. While it has more than one head, the wolf has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
Whenever the wolf takes 25 or more damage in a single turn, one of its appendages dies. If all its heads die, the wolf dies.
At the end of its turn, it grows two appendages for each of its appendages that died since its last turn, unless it has taken fire damage since its last turn. The Val'rex Wolf regains 10 hit points for each head regrown in this way.
After growing more than ten appendages it's speed becomes 0
Multiattack. The Val'rex Wolf makes as many attacks as it has tentacles/heads
Tentacles (two to start). Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 3 (1d6) radiant damage.
Bite (two to start). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 3) piercing damage.
Horrifying Visage. Each non-undead creature within 60 feet of the wolf that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if the wolf is within line of sight, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to Horrifying Visage for the next 24 hours.
Reactive Tentacles. For each tentacle the Val'rex Wolf has beyond one, it gets an extra reaction that can be used only for opportunity attacks.
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