Regeneration. The Big Bad Wolf regains 15 hit points at the start of its turn. If the Wolf takes radiant or psychic damage, this trait doesn't function at the start of the Wolf's next turn. The Wolf dies only if it starts its turn with 0 hit points and doesn't regenerate.
Keen Hearing and Smell. The Big Bad Wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Magic Resistance. The Big Bad Wolf has advantage on saving throws against spells and other magical effects.
Multiattack. The Big Bad Wolf makes two attacks one with its bite and one with its claws.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage.
Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 13 (3d4 + 5) slashing damage.
All Out Strike (Recharge 4-6). The Big Bad Wolf delivers a flurry of devastating punches, kicks, and claws at a single creature within 10ft of it, the creature must make a DC 17 Dexterity saving throw, taking 30 (5d10) bludgeoning damage and being knocked prone on a failed save, and half as much damage on a successful save and not being knocked prone.
Description
The Big Bad Wolf is one of the two Crimson Ones, hunters of men and accursed with powers that come from the Dark Powers. Is never seen without his Lady Huntress, the Red Riding Hood.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
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3/9/2021 2:27:20 AM
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4
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1
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5e
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Coming Soon
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