Pack Tactics. The Zhentarim Wolf has advantage on an attack roll against a creature if at least one of the Zhentarim wolves’ allies is within 5 feet of the creature and the ally isn’t incapacitated.
Parry. The Zhentarim Wolf adds 2 to its AC against one melee attack that would hit it. To do so, the Zhentarim Wolf must see the attacker and be wielding a melee weapon.
Faction Training. The Zhentarim offers their wolves training in Poison Kits.
Multiattack. The Zhentarim Wolf makes two longsword attacks. If it has a mace drawn, it can also make a mace attack.
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands, and the target must make a DC 13 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one.
Mace. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 2) piercing damage.
Description
The Zhentarim is a shadow organization that trades mercenaries and goods (including weapons) for profit. It has long sought to gain political influence in Waterdeep, but the strength of the city’s Masked Lords, nobility, and professional guilds make that difficult.
Wolves have shown that they are aligned with the Zhentarim's goals, and can take on more responsibility.
The Zhentarim offers training in Disguise kit, Forgery kit, Poisoner's kit, or Thieves' tools.
Previous Versions
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1/9/2021 5:59:17 PM
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Coming Soon
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